MGilleronFJ
MGilleronFJ
Do you have errors when this happens? Did you pause the game? Is debug_draw an autoload or did you add it as child of something in your scene? If there...
Is it doing that in new projects? Or do you have an existing project with textures in it already? Are there errors in the console? In your second screenshot where...
I wonder if that calculation was there because the terrain can be rotated? But it might have been wrong because it's probably factored into `u_terrain_normal_basis` already. Also it looks like...
@jcandres that's fine, the code I'm about to add does something similar but instead shows it as an option.
It's not possible to use standard materials because the grass uses terrain displacement as well, and is not generated on CPU (there is actually just one shared multimesh repeated in...
Did you try restarting the editor without reinstalling the plugin? > I am using the current mono version of godot 3 You mean the latest stable version? Line 187 seems...
All newly created terrains have one assigned by default. How did you remove it? If you accidentally cleared it in the inspector, you can add a new one (sorry for...
It shouldn't be hard to add, I could give this a try. There is already some triplanar code in there, it's only a matter of adapting it to texture arrays...
Also you should not need to keep that mesh in the scene at all. When the navmesh is generated, you can get rid of the temporary mesh. And no, Godot...
> https://github.com/godotengine/godot/pull/63932 may help address this issue (it was backported for 3.6 too). There is some inconvenience with this PR: it requires the shape to be used in a `CollisionShape`...