Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't have much experience with unity and unreal, but for Godot, it is pretty simple. I made a video that shows how I personally handle exporting my levels to godot: https://www.youtube.com/watch?v=uJSNHCMiDx4
I like that particular way because I don't have to do much in godot to get everything working.
There are users in the Crocotile discord server that use unity/unreal/godot, so you might be able to find someone there that can give insight into a particular engine.
https://discord.gg/fmtJdUb
Crocotile doesn't export any collision stuff, just the geometry mesh. You can perhaps add your own custom data to objects/instances and export the data and use that to generate things in your engine. You could also try exporting a gridmap data and use that somehow to define the collidable areas. For Godot, I just add a -col suffix to the objects that I want Godot to generate collision meshes for, and they get added automatically when importing/updating (shown in the video I linked above), which I think is the easiest way.
Setup to VR project
https://www.youtube.com/watch?v=uh6bFdpnqVc
I'm currently searching for art software and game engines to start a solo game dev VR project and between CrocoTile and Blockbench I prefere yours from the small research I've made the past 2 days.
All the stuff regarding the level and importing that from Crocotile should be the same and not be any different if you use VR. At least I would think so.
You might have to adjust the scale of the level so that things look the right size in VR. There is a Scale option in the Crocotile Export panel to adjust the scale when exporting. By default a tile is 1 meter/unit in dimension. There is also a Base Pixel Unit setting that you can change in the Settings panel in the Project section, which will define how many pixels per unit/meter there is. By default it is 16 pixels per unit/meter.
Here's a page that talks about movement stuff in VR: https://docs.godotengine.org/en/stable/tutorials/xr/basic_xr_locomotion.html
If you import a level from crocotile and an object has the -col suffix for example, it will automatically add a collision mesh, so you should be able to collide with it in VR.
Anyways, hope this helps!
You can import a "object" scene into GoDot and then use it with in VR with no problem using the XR Origin
https://imgur.com/a/ZgYyePz