Use Blender pole as Goal
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parent
bf2fc48c3e
commit
ba190a34c3
8
Goal.gd
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8
Goal.gd
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@ -0,0 +1,8 @@
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extends Spatial
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func _ready():
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get_node("Area").connect("body_entered", self, "collided")
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func collided(body):
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if body.has_method("reach_goal"):
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body.reach_goal()
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113
Goal.tscn
113
Goal.tscn
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@ -1,79 +1,50 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[sub_resource type="CylinderMesh" id=1]
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[ext_resource path="res://models/flag.glb" type="PackedScene" id=1]
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[ext_resource path="res://Goal.gd" type="Script" id=2]
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top_radius = 1.0
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[sub_resource type="BoxShape" id=1]
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bottom_radius = 1.0
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height = 2.0
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radial_segments = 64
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rings = 4
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[sub_resource type="SpatialMaterial" id=2]
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extents = Vector3( 1, 1, 1 )
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render_priority = 0
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[node name="Scene Root" instance=ExtResource( 1 )]
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flags_transparent = false
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flags_unshaded = false
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flags_vertex_lighting = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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flags_albedo_tex_force_srgb = false
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vertex_color_use_as_albedo = false
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vertex_color_is_srgb = false
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params_diffuse_mode = 0
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params_specular_mode = 0
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params_blend_mode = 0
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params_cull_mode = 0
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params_depth_draw_mode = 0
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params_line_width = 1.0
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params_point_size = 1.0
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params_billboard_mode = 0
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params_grow = false
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params_use_alpha_scissor = false
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albedo_color = Color( 0.938139, 0.992188, 0.00387573, 1 )
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metallic = 0.0
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metallic_specular = 0.5
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metallic_texture_channel = 0
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roughness = 0.0
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roughness_texture_channel = 0
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emission_enabled = false
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normal_enabled = false
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rim_enabled = false
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clearcoat_enabled = false
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anisotropy_enabled = false
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ao_enabled = false
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depth_enabled = false
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 1, 1, 1 )
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uv1_offset = Vector3( 0, 0, 0 )
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uv1_triplanar = false
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uv1_triplanar_sharpness = 1.0
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uv2_scale = Vector3( 1, 1, 1 )
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uv2_offset = Vector3( 0, 0, 0 )
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uv2_triplanar = false
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uv2_triplanar_sharpness = 1.0
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proximity_fade_enable = false
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distance_fade_enable = false
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_sections_unfolded = [ "Refraction" ]
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[node name="MeshInstance" type="MeshInstance" index="0"]
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script = ExtResource( 2 )
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layers = 1
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[node name="Lamp" parent="." index="2"]
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material_override = null
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cast_shadow = 1
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visible = false
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extra_cull_margin = 0.0
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use_in_baked_light = false
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[node name="Camera" parent="." index="3"]
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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visible = false
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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[node name="Area" type="Area" parent="." index="4"]
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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input_ray_pickable = false
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material/0 = SubResource( 2 )
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input_capture_on_drag = false
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_sections_unfolded = [ "material" ]
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space_override = 0
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gravity_point = false
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gravity_distance_scale = 0.0
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gravity_vec = Vector3( 0, -1, 0 )
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gravity = 9.8
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linear_damp = 0.1
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angular_damp = 1.0
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priority = 0.0
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monitoring = true
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monitorable = true
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collision_layer = 1
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collision_mask = 1
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audio_bus_override = false
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audio_bus_name = "Master"
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reverb_bus_enable = false
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reverb_bus_name = "Master"
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reverb_bus_amount = 0.0
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reverb_bus_uniformity = 0.0
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[node name="CollisionShape" type="CollisionShape" parent="Area" index="0"]
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shape = SubResource( 1 )
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disabled = false
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@ -1,8 +1,8 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://mlib.meshlib" type="MeshLibrary" id=1]
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[ext_resource path="res://mlib.meshlib" type="MeshLibrary" id=1]
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[ext_resource path="res://Goal.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=3]
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[ext_resource path="res://Goal.tscn" type="PackedScene" id=3]
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[node name="Node" type="Node" index="0"]
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[node name="Node" type="Node" index="0"]
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@ -18,7 +18,7 @@ cell_scale = 1.0
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collision_layer = 1
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collision_layer = 1
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collision_mask = 1
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collision_mask = 1
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data = {
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data = {
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"cells": PoolIntArray( 0, 0, 1441792, 65534, 0, 1441792, 65535, 0, 1441792, 0, 65534, 1612054528, 65534, 65534, 1441792, 65535, 65534, 1441792, 0, 65535, 1441792, 65534, 65535, 1441792 )
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"cells": PoolIntArray( 0, 0, 1441792, 65534, 0, -1609170944, 65535, 0, 1441792, 0, 65534, 1441792, 65534, 65534, 538312704, 65535, 65534, 1441792, 0, 65535, 1441792, 65534, 65535, 1441792 )
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}
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}
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_sections_unfolded = [ "Cell", "Collision", "Transform", "Visibility" ]
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_sections_unfolded = [ "Cell", "Collision", "Transform", "Visibility" ]
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__meta__ = {
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__meta__ = {
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@ -26,10 +26,6 @@ __meta__ = {
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"_editor_floor_": Vector3( 0, 1, 0 )
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"_editor_floor_": Vector3( 0, 1, 0 )
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}
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}
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[node name="MeshInstance" parent="GridMap" index="0" instance=ExtResource( 2 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 3, 1 )
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[node name="Camera" type="Camera" parent="." index="1"]
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[node name="Camera" type="Camera" parent="." index="1"]
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transform = Transform( 1, 0, 0, 0, 0.939693, 0.34202, 0, -0.34202, 0.939693, 0, 6, 7 )
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transform = Transform( 1, 0, 0, 0, 0.939693, 0.34202, 0, -0.34202, 0.939693, 0, 6, 7 )
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@ -47,9 +43,13 @@ near = 0.05
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far = 100.0
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far = 100.0
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_sections_unfolded = [ "Transform" ]
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_sections_unfolded = [ "Transform" ]
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[node name="Player" parent="." index="2" instance=ExtResource( 3 )]
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[node name="Player" parent="." index="2" instance=ExtResource( 2 )]
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transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -2.88637, 3.48439, -2.72332 )
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transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -2.88637, 3.48439, -2.72332 )
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_sections_unfolded = [ "Transform" ]
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_sections_unfolded = [ "Transform" ]
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[node name="Goal" parent="." index="3" instance=ExtResource( 3 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 3, 1 )
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@ -39,3 +39,6 @@ func _process(delta):
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# Called every frame. Delta is time since last frame.
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# Called every frame. Delta is time since last frame.
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# Update game logic here.
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# Update game logic here.
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pass
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pass
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func reach_goal():
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print("Reached goal")
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@ -27,7 +27,7 @@ void fragment() {
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render_priority = 0
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render_priority = 0
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shader = SubResource( 3 )
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shader = SubResource( 3 )
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[node name="Player" type="KinematicBody" index="0"]
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[node name="Player" type="KinematicBody"]
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input_ray_pickable = true
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input_ray_pickable = true
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input_capture_on_drag = false
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input_capture_on_drag = false
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BIN
models/flag.blend
Normal file
BIN
models/flag.blend
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Binary file not shown.
BIN
models/flag.glb
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BIN
models/flag.glb
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Binary file not shown.
1065
models/flag.glb.import
Normal file
1065
models/flag.glb.import
Normal file
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