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**Your Godot version:**
4.3
**Issue description:**
The following sentences seems to contradict each other:
_"Generating complex geometry (several thousand vertices) with this tool is inefficient…
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I've been using Terrain3D in my project along with Jolt and wanted to try out Rapier instead. I have a procedurally generated terrain and I make sure to set the below:
terrain.set_show_debug_collisio…
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**Godot version:**
Godot 4.2.2, Documentation referred to stable(4.2)
**Issue description:**
Following the ArrayMesh tutorial and explanation, in the first "full" code example, the last line expl…
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Some interesting links:
https://docs.godotengine.org/en/stable/tutorials/3d/procedural_geometry/index.html
https://github.com/barrrettt/GeneratedMesh-Godot-Cs
For an initial PoC the SurfaceTool…
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After restarting the game using the button and below function,
func _on_restart_pressed():
get_tree().reload_current_scene()
All Models and textures are loaded but the road is unfortunately not l…
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**Your Godot version:4.2**
**Issue description:
Godot ArrayMesh pages in the docs 4.2 are so confusing, and demo codes of ArrayMesh in the docs 4.2 are not working at all.
I'm trying to learn …
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I'm probably stretching the possibilities of time and space here but I'm trying to get access to the physics engine inside of a resource.
So I have the following code:
```
printf("Procedural m…
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### Describe the project you are working on
Related to this PR: https://github.com/godotengine/godot/pull/95826. I am making a traditional 2D Roguelike similar to TOME, Caves of Qud, Quasimorph, or Z…
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This is not an issue with your software.
As you know we are porting this into a plugin for the godot game engine. I'm just wondering how you managed to generate procedural materials which do not…