Material3D GDevelop extension
Manipulate 3D material properties of 3D objects in GDevelop like transparency and color. Since v1.1 you can also load textures from resources or URLs, and manipulate texture repeating and offset, as well as horizontal and vertical wrapping.
Status | In development |
Category | Tool |
Platforms | HTML5 |
Author | Avram |
Made with | GDevelop |
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Material3D.json 32 kB
Material3D-demo-project.zip 3.4 MB
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Development log
- v1.1 - Texture manipulation support43 days ago
Comments
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Wow, you’re a lifesaver! I’ve been working on a game where new rooms are created dynamically, and I needed a solution to change the color of the walls for each new room. You definitely saved me!
Can you Make this Compatible with 3d Cubes?
Hello, is this able to color objects individually? because i have been coloring my models in gdevelop with this but if there is more than 1 model in the scene, i cant color each one individually without coloring all of them, good extension tho its really great!
That's out of scope of this extension. You need to select specific object(s) to color using picking conditions of GDevelop.
One way to do it is to set an object variable and set up different values for the variable in the editor, then use actions to pick objects individually and color them with different colors.
More info here: https://wiki.gdevelop.io/gdevelop5/events/object-picking/
Yeah thats exactly what i mean, there is no way to do that, i tried it in a way that i made variables for each model that determine the color of it, one had 1 and the other 2, but object picking just didn't work with the "Set Color to" Action in this extension, try it for yourself because i dont think the problem has anything to do with the way im using the extension.
Hmmm, you might be right, as the extension is changing material values on the gltf model itself, so if you have multiple instances of the same model, all of them will probably use the same material. Let me see if something can be done here.
Thanks, if possible notify me when it gets fixed!