- Move all demo projects that don't require Forward+/Mobile-only features to the Compatibility rendering method. This improves performance significantly on low-end devices and ensures visuals are identical to a web export of the demo. - Set deadzone on all inputs to 0.2 for better gamepad usability. - Remove reliance on `default_env.tres` to use built-in Environment resources in the main scene instead (which follows the preview environment workflow). - Remove notices pointing to GDNative or VisualScript, since both were removed in 4.0. - Various bug fixes and usability tweaks to 10+ demos.
Matrix Transform
This demo project is a playground where you can visualize how transforms work.
Do not "run" this project. You are only meant to use it within the Godot editor.
For more information, see the Matrices and Transforms article.
Language: GDScript
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/584
How does it work?
In both 2D and 3D, colored lines are drawn indicating the basis vectors as well as the origin vector. For 3D, this means cuboids. If you translate, rotate, scale, or shear the AxisMarker objects, you will be able to see how it affects the transform's component vectors, and all children objects are also appropriately transformed.
You are encouraged to manipulate the AxisMarker objects both in the main viewport and in the inspector. You are encouraged to duplicate them in the hierarchy and parent them any way you wish.
In 2D, red and green lines represent the X and Y axes, with blue representing the origin.
In 3D, red, green, and blue lines represent the X, Y, and Z axes, with cyan representing the origin.
One noteworthy implementation detail: to avoid jitter, the origin vector is a parent of a Node, and inherits the AxisMarker's parent's transform.

