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?
This is a hack, but if nothing else you could check the “transparent” flag, but have basically 100% alpha. Things that are transparent have to draw last so they can be transparent over stuff.
Hmm… Though they probably still respect the Z-buffer…
Maybe try this, but it may not work.