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Update INSTRUCTIONS.md
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@ -115,15 +115,15 @@ When you first add an object to a room at runtime, it has to decide which room i
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You have three choices here:
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1) Manually supply the convex hull (bound) for a room
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2) Do not supply a bound, in which case LPortal will simply choose the nearest room centre to the object. _(this can choose the wrong room when rooms are different sizes, for instance a hallway by a large room, so it is not recommended)_
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1) Do not supply a bound, in which case LPortal will auto generate a bound using qhull from the geometry
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2) Manually supply the convex hull (bound) for a room
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3) Use the dob_register_hint and teleport_hint versions, where the user specifies the start room
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Approach (1) is the most powerful and flexible, but requires creating a bound, either in your modelling package or within Godot IDE.
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Approach (1) can often be used, but in the case where the geometry is not a good match, you can create a manual bound, either in your modelling package or within Godot IDE.
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The bound should be stored as a MeshInstance child of the room, with a specific naming convention, it should start with the prefix 'bound_'. You can put anything after the prefix (or leave as is).
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Although the bound will be treated as a convex hull at runtime, you don't have to be perfect when creating it because the geometry will be run through the quickhull algorithm.
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Although the bound will be treated as a convex hull at runtime, you don't have to be perfect when creating it because the geometry for the bound mesh instance will be run through the quickhull algorithm.
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### Ignore objects
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You can optionally prevent objects being added to LPortal internal room system (so they will not be culled to the planes). To do this, their name should begin with 'ignore_'. Note this is only relevant for objects derived from VisualInstance, LPortal ignores all non-visual instance objects. However note that these objects will still be culled when entire rooms are hidden by LPortal (_?is this still true?_).
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