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- Resave all files with Godot 4.4 to make use of script/shader UIDs. - Use AgX tonemapping in all demos that used a tonemapper other than Linear.
29 lines
944 B
Plaintext
29 lines
944 B
Plaintext
[gd_scene load_steps=2 format=3 uid="uid://6tujnx553lpj"]
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[ext_resource type="Script" uid="uid://dnnq2no2yndps" path="res://assets/ui/control_hints.gd" id="1"]
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[node name="Overlay" type="CanvasLayer"]
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[node name="ControlHints" type="CenterContainer" parent="."]
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anchor_right = 1.0
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offset_bottom = 200.0
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script = ExtResource("1")
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[node name="Label" type="Label" parent="ControlHints"]
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offset_left = 416.0
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offset_top = 25.0
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offset_right = 1183.0
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offset_bottom = 175.0
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rect_min_size = Vector2(500, 50)
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text = "
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Controls: WASDQE to rotate, R to reset, C to return to the world, Tab to toggle hints.
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UIOKL to change view mode. U = Forty Five deg, I = Isometric,
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O = Top Down, K = Oblique Y, L = Oblique Z
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Not every view mode is meant to be good, it's just to showcase what the system can do.
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In actual games, shadows, resizing, parallax, and other hints of depth could be added to make the world seem more 3D.
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"
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align = 1
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valign = 1
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