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godot-demo-projects/3d/navigation/project.godot
Hugo Locurcio a531235db3 Use Jolt Physics in all 3D demos that use physics, improve physics tests demos (#1195)
- Add options for physics ticks per second, time scale, max physics steps per frame
  and physics interpolation to the 2D and 3D physics tests demos.
  - Physics ticks per second are always multiplied by time scale so that
    time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
  the debug collision fill make these unnecessary.
  - Switch to the Mobile rendering method in the 2D physics tests demo
    to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
  for better visibility. Each PhysicsBody type now has its own collision
  shape color.
2025-04-21 21:59:31 +02:00

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="3D Navigation"
config/description="Navigation demo for 3D scenes, with a character
able to pathfind around a static 3D environment.
The navigation path is drawn using a line.
Code is provided for polyline following in 3D."
config/tags=PackedStringArray("3d", "ai", "demo", "official")
run/main_scene="res://navmesh.tscn"
config/features=PackedStringArray("4.4")
config/icon="res://icon.webp"
[debug]
gdscript/warnings/untyped_declaration=1
[physics]
common/physics_ticks_per_second=120
3d/physics_engine="Jolt Physics"
common/physics_interpolation=true
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=3
anti_aliasing/quality/msaa_3d=2