ProtoRamp is a dynamic ramp/staircase shape based on Godot's Constructive Solid Geometry (CSG). It is designed to be used for prototyping levels and game mechanics.
When adding a new child node, search for ProtoRamp and add it to the scene.
create_protoramp.mp4
Since 1.1.4, ProtoRamp node is now independent from CSGShape3D base class for correct shape generation.
ProtoRamp supports custom gizmos to adjust the shape.
use_gizmos.mp4
You can also undo/redo changes made with the gizmos.
ProtoRamp supports navigation mesh generation. It also features a toggle to enable collisions (aqua blue if enabled).
Gizmo functionality is delegated to ProtoRampGizmos. It is a helper class that provides gizmo functionality for the ProtoRamp node, which only gets instantiated in the editor. This way, the packaged game will not rely on any editor-plugin specific code.
Engine.is_editor_hint() is used in ProtoRamp itself to check if the game is running in the editor. If it is, the ProtoRampGizmos class is instantiated and added as a child node to the ProtoRamp node.
Modify height, width, depth, anchor position and more!
modify_dimensions.mp4
Grid snapping is supported for ProtoRamp since 1.1.3! Holding down Ctrl enables regular snapping by 1.0 units (ramp size, not node scale unit), while holding down Ctrl + Shift enables fine snapping by 0.1 units.
There are two ways of changing the step count:
- Fitting into
Staircasedimensions: current width-height-depth of the staircase is respected, step dimensions will adjust. - Using
Stepdimensions as a base: step dimensions are constant, staircase will shrink or grow to fit the steps.
Fitting in more steps:
change_step_count.mp4
You can also use both!
