Editor settings, entities, resources, C# and exports. Task instructions and the API reference.
Choose a task. Each article specifies the required setup and dependencies.
CharacterBody3D: input, collisions, gravity and jumping.
Regions, materials, sculpting, collisions and saving.
Generators, meshers, viewers, LOD and persistent edits.
Choose an available method, compare rendered edges and distinguish a stored setting from an applied effect.
A complete C# prototype with stomps, side hits, scoring and another round.
Create a lit level with actual shadows, check light coverage and distinguish visual masks from physics.
Choose the correct material slot, distinguish surface properties from lighting and avoid unintended shared-resource edits.
Run walking with gravity and check negative scenarios.
Change internal resolution, distinguish it from output texture size and handle unavailable upscalers correctly.
Choose Label3D or TextMesh, control size and wall occlusion, and distinguish text from UI.
The AimModifier3D rotates a bone to look at a reference bone.
2D sprite node in 3D world, that can use multiple 2D textures for animation.
A landing pulse changes Visual without scaling the body or CollisionShape3D.
Project settings, a visible arena, physical floor and camera for the 3D prototype.
Mesh built from vertex/attribute arrays with separate surfaces.
A complete quad with normals, UVs and indices; array layout, winding and resource saving.
Occluder geometry defined by vertex and triangle-index arrays.
Path search on an explicit graph of 3D points with directed edges and entry weights.
Procedural box with independent dimensions and subdivisions.
Cuboid shape for use with occlusion culling in OccluderInstance3D.
Camera node, displays from a point of view.
Class representing a capsule-shaped PrimitiveMesh.
A SkeletonModifier3D that apply transform to the bone which converted from reference.
A SkeletonModifier3D that apply transform to the bone which copied from reference.
News, source code and a direct line to the team.