Replies: 1 comment
-
Usability improvements for Path3D gizmo are being added to godotengine/godot#80802. Placing based on collision or geometry is something that will have to be done in a separate PR though. It may be better to look into adding general vertex snapping functionality first. In the meantime, what you can do is create a in-game helper to create Curve3D resources saved to |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
it is so tedious!, it doesn't place points Over a collider or something. nope, places points Through the collider.
it may not sound like a big problem. but it gets so annoying when you're trying to place a bunch of points inside a multi-storey building a bunch of enemies that can move between different floors. but you can't really do that with Path3D, because the points completely pass through any collider. so if you wanna do that, you have to manually drag it around. which is so hard when you're working with a bit tricky level. so yeah, I think it'll be nice if Path3D has a tiny "Raycast" option. which kinda places points over the level geometry. and not place it inside them or somewhere else.
[Trying to place a bunch of Points over the level]

[Oopsie!. the points were place beyond the level geometry]

Beta Was this translation helpful? Give feedback.
All reactions