HomeiOS DevelopmentUtilizing and Creating Assets in Godot 4

Utilizing and Creating Assets in Godot 4


Any sport on the market wants property like textures, sounds, and music to offer a enjoyable expertise to its gamers. Godot treats these information as sources you should utilize all through your mission.
Apart from Godot’s built-in sources, it’s also possible to create your personal to construct highly effective, modular programs. Customized sources make it simpler to handle your mission. You possibly can even use sources to maintain observe of the sport’s progress and retailer the knowledge on disk.

On this tutorial, you’ll create a store the place objects can be found on the market. There’s a twist although: the store sells monsters! Whereas engaged on the mission, you’ll be taught:

  • What sources are and the right way to use them
  • How Godot handles the loading of sources
  • Methods to create your personal sources
  • Learn how to save and cargo the state of sources
Notice: This text assumes you’re conversant in the fundamentals of Godot and have an understanding of GDScript. To get a fast begin with each ideas, take a look at the Godot Getting Began and Scripting tutorials.

Getting Began

To begin off, obtain the supplies for this mission by clicking the Obtain supplies hyperlink on the high or backside of this web page. Unzip the information and open the MonsterShop mission you’ll discover within the starter folder in Godot.

As soon as the mission has loaded, check out the FileSystem tab to see the included information.

project files

Most of those are textures and sound information to make the mission really feel extra alive. The scenes folder is particularly essential, it has three scenes in it you’ll be constructing upon. Open these scenes within the editor to familiarize your self with them.

Store

The store scene is the principle scene of the sport. That is the place you’ll be spending most of your time because it’s the one display screen the participant will see. It incorporates a transferring background, some background music by way of an AudioStreamPlayer node, and a CanvasLayer that maintain the UI components.

Shop scene nodes

Press F5 to run the mission and see the store scene operating.

Shop scene running

Notice: When you desire no music whereas operating the sport, you possibly can change disable Autoplay within the BGM node.

Participant Merchandise Show

Subsequent, open the player_item_display scene.

Player item display nodes

This can be a easy coloured sq. which is able to present a single merchandise within the participant’s stock. Extra on that in a while!

Store Merchandise Show

Lastly, open the shop_item_display scene.

Shop item display

This can be a card-like show that may present a single merchandise within the store, together with a purchase button.

Shop item display nodes

Now that you’ve got an concept of how the store works, it’s time to take a more in-depth take a look at sources.

What are Assets?

Assets are knowledge containers that nodes in your mission can use. They’ll maintain many properties, reference different sources and might comprise capabilities to govern the information.
Any file you can load from and save to disk turns into a useful resource after importing. This contains scenes, textures, sounds, scripts, meshes and fonts.

Godot comes with an enormous library of supported sources, and it’s also possible to create your personal customized useful resource tailor-made to your wants.

Importing and Utilizing Assets

The starter folder incorporates a folder referred to as monsters with some sprites in them you’ll want for the store.

Monster sprite files

To import sources, you may have two choices:

  • Copy the information into the mission folder
  • Drag-and-drop the information into the FileSystem dock

Most builders go together with the second possibility, so choose the sprites folder within the FileSystem dock and drag the monsters folder out of your file supervisor into the FileSystem dock.

Drag and drop folder

That’s it, the sprites at the moment are imported into the mission as sources. You will discover them within the monsters folder within the FileSystem dock.

Monster resources

Making use of a Sprite Texture

To check if Godot imported the sprites appropriately, you possibly can apply certainly one of them as a texture to a node. To take action, open the shop_item_display scene and choose the SpriteTexture node. Now check out the Inspector and drag one of many imported sprites onto the Texture property.

Drag sprite

You must now see the sprite seem within the circle on the high of the merchandise show.

Sprite in item display

Subsequent, take a more in-depth take a look at the Texture property and its Load Path. You’ll discover that the trail isn’t set to the png file within the monsters folder, however slightly to a ctex file in a .godot/imported folder. What offers?

Ctex path

At any time when Godot imports a texture, it creates a ctex file within the .godot/imported folder. A ctex file is a compressed texture file that Godot makes use of to retailer textures effectively. You possibly can change the best way Godot compresses textures by way of the import parameters.

Import Parameters

Check out the import parameters by deciding on one the monster sprites within the FileSystem dock and opening the Import tab within the Scene dock.

Import button

Each exterior useful resource sort has its personal set of import parameters so that you can change. For picture information, you possibly can change how Godot makes use of the feel. For instance, you can use the picture as a cubemap or as font as an alternative of a Texture2D.

Texture import parameters

You possibly can change the compression mode with the Mode property below the Compress class.

Compression mode

By default, Godot shops photographs as lossless textures on the GPU. This implies they’re uncompressed, and there gained’t be any lack of high quality when in comparison with the unique picture. In order for you the feel to have a smaller reminiscence footprint and cargo sooner, you possibly can change the compression mode to VRAM Compressed. Doing so will compress the feel on the GPU. The draw back is that this would possibly introduce seen artifacts within the texture. As a rule of thumb, maintain textures meant for 2D lossless, and use VRAM compressed textures for large 3D textures.

Exterior vs Constructed-in Assets

Now focus your consideration on the Texture property of the SpriteTexture node once more. There’s a Useful resource property there, click on on it to broaden its values.

Resource property

The Useful resource property has three values:

  • Native to Scene: By default, Godot shares sources between scenes. Which means that any modifications you make in a single scene will likely be mirrored in all different scenes. By enabling native to scene, the useful resource will solely be shared in a single scene.
  • Path: For this sprite, this factors to the trail to the useful resource file contained in the FileSystem dock.
  • Identify: An non-compulsory identify for the useful resource.

You possibly can’t edit these values because the sprite is an exterior useful resource. This implies the useful resource is saved on the disk as a file. In consequence, it should all the time be shared throughout scenes and each its path and identify are pre-defined.

Godot additionally permits you to use built-in sources which can be saved with the scene file. Within the case of textures, these are sometimes gradients and noise textures you can generate inside Godot itself. For example, right-click the Texture property of the SpriteTexture node and choose New NoiseTexture2D within the checklist.

New noise texture

This may create a brand new NoiseTexture2D useful resource. To generate some noise, click on the Noise property and choose New FastNoiseLite.

New fast noise lite

You’ll now see the noise texture seem within the scene view.

Noise

Each the NoiseTexture2D and the FastNoiseLite sources are saved within the scene itself. Because of this they’re referred to as built-in sources. It can save you these sources to disk by right-clicking any of them and deciding on Save. For the needs of this text, you gained’t want them, nevertheless it’s good to remember on your personal initiatives.

Save built in resource

Constructed-in sources which can be saved to disk might be reused in different scenes as exterior sources. That is helpful whenever you wish to generate a particular useful resource solely as soon as and reuse it in a number of scenes.

Subsequent, level the Texture again to a monster sprite by dragging one of many sprites from the FileSystem dock to the Texture property of the SpriteTexture node such as you did earlier than.
Now that you recognize the ins and outs of sources, it’s time to check out the right way to create your personal.

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