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The original was posted on /r/godot by /u/malformed_guitar on 2024-09-30 17:41:09+00:00.


Right now, doing something as simple as making a wall involves:

  • Creating a StaticBody3D
  • assigning a CollisionShape3D to it, then selecting/sizing a box
  • Creating MeshInstance3D. assigning and sizing a box for that, so it’s somewhat consistent with the CollisionShape3D
  • positioning it.

…and that gets me exactly one, untextured, wall. I then have to repeat, ad-infinitum.

I can’t imagine anyone is doing it this way, and I must be missing something. The tutorials I am finding for level design are using the prototyping tools, which makes sense when you don’t know exactly how you want things to be yet, but then you end up having to do something final anyway - and I apparently don’t know what it is.

Are there other tools I should be using?

UPDATE - Thanks a lot for the feedback. There isn’t anything mentioned below that I hadn’t come across already, but that’s fine; I was mostly concerned that I was misunderstanding the process or overlooking an important tool.