Update TUTORIAL.md

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@ -3,6 +3,9 @@ _(A complete project is available in the LPortalTutorial.zip file.)_
1) Create a new Godot project, and add a spatial, this will be the root of your scene graph. Name it 'Root'. 1) Create a new Godot project, and add a spatial, this will be the root of your scene graph. Name it 'Root'.
2) Add an LRoomManager node as a child of the Root, and call it 'RoomList'. This will be where you place your rooms. 2) Add an LRoomManager node as a child of the Root, and call it 'RoomList'. This will be where you place your rooms.
_*If the LRoomManager node is not available in the IDE, Godot has not been compiled with the LPortal module. See INSTRUCTIONS.md._
3) Create a spatial under the RoomList, and name it 'room_kitchen'. 3) Create a spatial under the RoomList, and name it 'room_kitchen'.
4) As children of room_kitchen, create simple MeshInstance boxes for a floor and 4 walls, but make one of the walls out of 2 boxes, leaving a hole for a doorway. 4) As children of room_kitchen, create simple MeshInstance boxes for a floor and 4 walls, but make one of the walls out of 2 boxes, leaving a hole for a doorway.
@ -55,5 +58,3 @@ func _process(delta):
17) Try adding other MeshInstances to the rooms - tables, chairs etc. See them culled as they move in and out of view. 17) Try adding other MeshInstances to the rooms - tables, chairs etc. See them culled as they move in and out of view.
If you make any mistakes, check that the portal and rooms have the exact correct names: 'room_kitchen', 'room_lounge', and 'portal_lounge'. You can examine the debug output produced during the conversion which should help diagnose any problems. If you make any mistakes, check that the portal and rooms have the exact correct names: 'room_kitchen', 'room_lounge', and 'portal_lounge'. You can examine the debug output produced during the conversion which should help diagnose any problems.
If the LRoomManager node is not available in the IDE, Godot has not been compiled with the LPortal module. See INSTRUCTIONS.md.