im making a game where a bubble interacts with the floors and walls, would this be good to use for that? im a but lost on how im going to do this so i wanted to ask
Yeah because it was not the point of the video. I'm using a CharacterBody that I move with move_and_collide() and if there's a collision I bounce the velocity.
It's fine to show off what you did, but it's better to create a tutorial that slowly walks people through, step by step, from the beginning. Half way through this video and I'm tired of "Then we can..." I don't care what we can do if you don't show us how, step by step, starting with the first minute or so of the video.
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Learnt a lot of things. I guess understanding the rules of animation really turns the table.
Loved it mate ❤️
I definitely need this hha. I couldn’t figure out how to use the last tutorial at all.
Excellent tutorial. Straight from U level. 10/10. Good Job.
Goooood work man.
Good stuff, learned a few tips. Thanks! :)
wow !! learned a lot man ! thanks for the awesome tutorial !!
Excellent video, thank you so much
Awesome!!
Can you do the same but for a 3D ball please ?
what would i do if the ball bounces on the wall or ceiling instead of the ground?
Pretty much the same thing? You need to align your animations & effects with the collision normal to make sure it looks correct
im making a game where a bubble interacts with the floors and walls, would this be good to use for that? im a but lost on how im going to do this so i wanted to ask
Oh yeah for sure :)
you never explained how to set the signal for collision
Yeah because it was not the point of the video. I'm using a CharacterBody that I move with move_and_collide() and if there's a collision I bounce the velocity.
It's fine to show off what you did, but it's better to create a tutorial that slowly walks people through, step by step, from the beginning. Half way through this video and I'm tired of "Then we can..." I don't care what we can do if you don't show us how, step by step, starting with the first minute or so of the video.