Heightmap-based terrain for Godot 3.3 and later.It supports collision, texture painting, colouring, holes, level of detail, and grass.Fixes in 1.6.1:- Fixed static typing error in terrain importer dialog (thanks to McSpider)Changes in 1.6:- Added island modifier to the terrain generator- Added option to add the current heightmap to the generated one in the generator- Added `render_layers` property to expose the same as `VisualInstance.layers`- Added `anisotropic` parameter to packed texture importers- Added support for loading terrain maps imported as `Image`, allowing modification in game- Added basic support for pen pressure (tablets)- Added random brush rotation- Added brush multi-shape randomization- Added brush spacing based on time and distance- Added support for importing `.xyz` files as heightmap- Added rotation and centering support- Increased brush size slider maximum to 500, and allow up to 4000 if typed in (expensive, use at your own risk)- Ported quad tree code to GDNative for a bit of speedup on Windows and Linux (thanks to tinmanjuggernaut)- Prefixed ALL internal classes of the plugin to prevent clashes with `class_name` (see issue #313)- Added workarounds to allow the plugin to initialize even if assets are not imported yet (The UI might still have issues, in this case you need to restart Godot)- Dropped support for Godot 3.1 and 3.2 due to engine crashes.- Fixed grass chunks not updating properly when the terrain is moved- Fixed invalid index error that can happen in some cases in the TextureArray importer mode- Fixed loading an existing texture array when the current texture set is empty- Fixed `BaseButton.focus_mode` warning printed when the plugin is enabled- Fixed some dialogs going outside window if editor font is larger (buttons outside windows did nothing)- Fixed flatten brush not allowing to set decimal heights- Fixed wrong shading in `multisplat16` shadersPrevious changelogs: https://github.com/Zylann/godot_heightmap_plugin/blob/master/CHANGELOG.md
This is an early version of a toolkit for VR interactions with the Oculus Quest using the Godot game engine. Features include locomotion, hand tracking, 2D UI interaction, rigid body grabbing and others.Several sample scenes are included. Please also check the github page for documentation and tutorials.
A node that replaces its children with a MultiMeshInstance
Adds a GUI for use in VR by translating a 3D raycast from the VR controllers into mouse input for the GUI. This technique could also be used for non-VR games too, but the focus is for VR games.This uses the same test GUI as the GUI in 3D demo: https://godotengine.org/asset-library/asset/127And uses the OpenVR module: https://godotengine.org/asset-library/asset/150
Provides a visual barrier at a constant 4km from the world origin in the Godot engine.* FloatBarrier.tscn provides an outward-facing barrier. In a nutshell, if you designed your game correctly, keeping things within 32-bit floating precision limitations, then you should never see this. You can ship this in your game and ideally nobody would ever notice.* FloatBarrierInv.tscn provides an inward-facing barrier. This one is more meant as a visual aid, to help level designers avoid going out too far.Because the root node is a Node and not a Spatial, you don't have to worry about parenting. The barrier will always be 4km from the global world origin.
Node allowing for real-time cutting of mesh, implemented in GDScript supportsrigid bodies , repeated cutting , cross section materials
An extension make the label works in 3D world
Export CSG Meshes with 1 click How to use :- Combine all your CSGMeshes under a CSGCombiner node then press (Export to OBJ) in the Spatial Container Menu.Limitations :- Only works when you select 1 CSGCombiner node (Cant multiselect)- Only material diffuse and emission colors will be exported (Textures and maps wont be exported, but you can add them manually in your 3D editing software) - The plugin is still experimental ,so please report for bugs at: [email protected]=== New Version 0.3.2===*Bug fixes by (@szabotudor):--Object variable is cleared before being reused (to avoid stacking old meshes over new ones)*Bug fixes by (@mohammedzero43):--Fixed an issue with exporting .mtl and .obj with unmatched names=== New Version 0.3.0 ===*Usability improvements by (@Janders1800) :-- Added a FileDialog so the user can select where to save the exported obj file=== New Version 0.2.0 ===*Bug fixes by (@Henriquelalves) :-- Empty materials will now have a default material applied-- script fixes in writing object name
Simple plugin to allow for nodes to follow the transformation of bones within a 3d Skeleton. Very useful for attaching colliders to areas/bones of your meshes when there are animations changing the position of the bones. Its not super efficient, but does the job. PRs welcome!Install:Clone/download this repo into your project and activate the plugin from the project settings. You will have a new node called FollowBone3D.Example:See the example folder. It has a zombie with two collision shapes attached to two different bones.Also, see the video below (when I make it).Attribution:The example uses a zombie model by Thomas.Osterhammel from [https://sketchfab.com/3d-models/zombie-d22e3dc957b142479e1723a379494eb3](https://sketchfab.com/3d-models/zombie-d22e3dc957b142479e1723a379494eb3) and animations from [https://www.mixamo.com/](https://www.mixamo.com/)
Provides a helper node for building tile based worlds out of similarly sized scenes.This node is similar to Godot's built in GridMap node, but allows for the placement of entire scenes instead of just meshes.
A tool for batching MeshInstance nodes into a single MultiMeshInstance.- Provides a new MeshBatcher node for easy implimentation. Simply used the node as a container for MeshInstances.- Place and edit individual MeshInstances for granular control.- Detects StaticBodies allowing for collisions with a MultiMeshInstance.
This plugin adds suport for holographics displays made by Looking Glass Factory to the Godot Engine.Just drop the new HoloPlayVolume spatial node into the scene and view your Godot project as a hologram!**Windows only at the moment.**