|
@@ -41,11 +41,11 @@ Setting up the playable area
|
|
We're going to create our main scene with a plain :ref:`Node <class_Node>` as its root. In the
|
|
We're going to create our main scene with a plain :ref:`Node <class_Node>` as its root. In the
|
|
*Scene* dock, click the *Add Child Node* button represented by a "+" icon in the
|
|
*Scene* dock, click the *Add Child Node* button represented by a "+" icon in the
|
|
top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add
|
|
top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add
|
|
-a node to the scene, you can press :kbd:`Ctrl + a` (or :kbd:`Cmd + a` on macOS).
|
|
|
|
|
|
+a node to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS).
|
|
|
|
|
|
.. image:: img/01.game_setup/05.main_node.png
|
|
.. image:: img/01.game_setup/05.main_node.png
|
|
|
|
|
|
-Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + s` (:kbd:`Cmd + s` on macOS).
|
|
|
|
|
|
+Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS).
|
|
|
|
|
|
We'll start by adding a floor that'll prevent the characters from falling. To
|
|
We'll start by adding a floor that'll prevent the characters from falling. To
|
|
create static colliders like the floor, walls, or ceilings, you can use :ref:`StaticBody3D <class_StaticBody3D>` nodes. They require :ref:`CollisionShape3D <class_CollisionShape3D>` child nodes to
|
|
create static colliders like the floor, walls, or ceilings, you can use :ref:`StaticBody3D <class_StaticBody3D>` nodes. They require :ref:`CollisionShape3D <class_CollisionShape3D>` child nodes to
|
|
@@ -74,8 +74,8 @@ reliable to block even fast-moving objects.
|
|
A box's wireframe appears in the viewport with three orange dots. You can click
|
|
A box's wireframe appears in the viewport with three orange dots. You can click
|
|
and drag these to edit the shape's extents interactively. We can also precisely
|
|
and drag these to edit the shape's extents interactively. We can also precisely
|
|
set the size in the inspector. Click on the :ref:`BoxShape3D <class_BoxShape3D>` to expand the resource.
|
|
set the size in the inspector. Click on the :ref:`BoxShape3D <class_BoxShape3D>` to expand the resource.
|
|
-Set its *Size* to ``60`` on the X axis, ``2`` for the Y axis, and ``60`` for
|
|
|
|
-the Z axis.
|
|
|
|
|
|
+Set its *Size* to ``60`` on the X-axis, ``2`` for the Y-axis, and ``60`` for
|
|
|
|
+the Z-axis.
|
|
|
|
|
|
.. image:: img/01.game_setup/09.box_size.webp
|
|
.. image:: img/01.game_setup/09.box_size.webp
|
|
|
|
|
|
@@ -98,9 +98,14 @@ resource and set its *Size* to ``60``, ``2``, and ``60``.
|
|
You should see a wide grey slab that covers the grid and blue and red axes in
|
|
You should see a wide grey slab that covers the grid and blue and red axes in
|
|
the viewport.
|
|
the viewport.
|
|
|
|
|
|
-We're going to move the ground down so we can see the floor grid. Select the
|
|
|
|
-``Ground`` node, hold the :kbd:`Ctrl` key down to turn on grid snapping,
|
|
|
|
-and click and drag down on the Y axis. It's the green arrow in the move gizmo.
|
|
|
|
|
|
+We're going to move the ground down so we can see the floor grid. To do this, the grid snapping feature can be used.
|
|
|
|
+Grid snapping can be activated 2 ways in the 3D editor.
|
|
|
|
+The first is by pressing the *Use Snap* button (or pressing the :kbd:`Y` key).
|
|
|
|
+The second is by selecting a node, dragging a handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to enable snapping as long as :kbd:`Ctrl` is held.
|
|
|
|
+
|
|
|
|
+.. image:: img/01.game_setup/use_snap.webp
|
|
|
|
+
|
|
|
|
+Start by setting snapping with your preferred method. Then move the ``Ground`` node using the Y-axis (the green arrow on the gizmo).
|
|
|
|
|
|
.. image:: img/01.game_setup/move_gizmo_y_axis.webp
|
|
.. image:: img/01.game_setup/move_gizmo_y_axis.webp
|
|
|
|
|
|
@@ -133,7 +138,7 @@ node and add a child node :ref:`DirectionalLight3D <class_DirectionalLight3D>`.
|
|
|
|
|
|
We need to move and rotate the :ref:`DirectionalLight3D <class_DirectionalLight3D>` node.
|
|
We need to move and rotate the :ref:`DirectionalLight3D <class_DirectionalLight3D>` node.
|
|
Move it up by clicking and dragging on the manipulator's green arrow
|
|
Move it up by clicking and dragging on the manipulator's green arrow
|
|
-and click and drag on the red arc to rotate it around the X axis, until the
|
|
|
|
|
|
+and click and drag on the red arc to rotate it around the X-axis, until the
|
|
ground is lit.
|
|
ground is lit.
|
|
|
|
|
|
In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox.
|
|
In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox.
|