Patrick W. Crawford
Patrick W. Crawford
Trying to mitigate custom icons not appearing until restart: I tried a workflow where I copied over the .import folder with the plugin on download, but that still had the...
In my more recent [project here](https://theduckcow.itch.io/racin-paper-r2), I realized that we could use decals for this purpose (potentially). That's how I was able to easily get the finish line onto the...
Thanks for copying the details over here @Slluxx. Certainly a cool and unique solution, however I do worry about a few limitations of doing mesh-based decals the way the above...
Seems that someone has made a good stride towards this! But for Godot 4, would be interesting to see if they post more about this: https://twitter.com/KasperArnklit/status/1708824724808069506 (reddit post: https://www.reddit.com/r/godot/comments/16xvoxm/made_a_little_tool_to_make_meshes_repeat_along_a/)
When we get to this stage, here's a video of an equivalent road generator tool for Unreal Engine (https://www.youtube.com/watch?v=ndXxlOlRRk0) which looks pretty impressive. They essentially have stacks of arrays or...
Hey @dev-bre My team and I have not had time to prioritize it. I do agree it would be quite common and useful, it could be a **good area for...
Before starting on this task, we likely need to align first on the general way to approach this and how to refactor current code to accomodate.
Clearing this from the milestone for now, as we'd want to rework that function anyways. Will revisit to see if this makes sense in the future.
Thanks for sharing the ideas! For sure @TokisanGames I'll be giving this a try once we wrap up/have a first stable godot 4 version. I definitely have the intention of...
Hi @renzo-massaro! Following up on your question > Is there any progression with terrain roads? And specifically with the heights and place a road on the different heights?? Unfortunately I...