Files
godot-demo-projects/misc/multitouch_cubes/CubeScene.tscn
Hugo Locurcio 86bf5060b3 Use an higher FOV value in demos
A vertical FOV of 74 degrees is roughly equivalent to a 90 degree
horizontal FOV on a 4:3 display (~106.26 degrees on 16:9), which
is the typical default FOV used in PC games.
2018-05-18 23:16:27 +02:00

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://default_env.tres" type="Environment" id=1]
[sub_resource type="SpatialMaterial" id=1]
render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 1
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.149414, 0.796875, 0.569252, 1 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
[sub_resource type="CubeMesh" id=2]
size = Vector3( 2, 2, 2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[node name="Spatial" type="Spatial"]
[node name="MeshInstance" type="MeshInstance" parent="."]
transform = Transform( 0.707107, 0, -0.707107, -0.353553, 0.866025, -0.353553, 0.612372, 0.5, 0.612372, 0, 0, 0 )
layers = 1
material_override = SubResource( 1 )
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = null
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.926535, 0.11439, -0.358396, 0.199614, 0.658013, 0.726067, 0.318884, -0.744267, 0.586839, 0, 4.14991, 0 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_indirect_energy = 1.0
light_negative = false
light_specular = 0.5
light_cull_mask = -1
shadow_enabled = false
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.1
shadow_contact = 0.0
shadow_reverse_cull_face = false
editor_only = false
directional_shadow_mode = 2
directional_shadow_split_1 = 0.1
directional_shadow_split_2 = 0.2
directional_shadow_split_3 = 0.5
directional_shadow_blend_splits = false
directional_shadow_normal_bias = 0.8
directional_shadow_bias_split_scale = 0.25
directional_shadow_depth_range = 0
directional_shadow_max_distance = 200.0
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7.09558 )
projection = 0
fov = 74.0
near = 0.1
far = 100.0
keep_aspect = 1
current = false
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler/tracking = 0
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = ExtResource( 1 )