I was seeing a video on common tricks FPS games use, and one of them was having the weapon render on a higher and/or separate layer to avoid having it clip with other objects in the world. How would something like this be done in Godot?
I was seeing a video on common tricks FPS games use, and one of them was having the weapon render on a higher and/or separate layer to avoid having it clip with other objects in the world. How would something like this be done in Godot?
If I remember correctly, you’re describing the draw order, which is typically a material setting in Godot. It’s been a while, though; you may need to dig a little.