A downloadable asset pack

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A 3D Healthbar Shader with recent damage delay, built for Godot 4 - no viewports needed!  

If this saved you some time, please drop a donation! 

When creating healthbars I had trouble finding good references for a basic shader-based 3D healthbar without needing viewports. So I built one, and decided to make it public! Enjoy the early access version.

I worked to make it as simple and flexible as possible, while allowing anyone to build off it. 

WHAT IS IT?

It's a simple drag and drop node = A resized Quadmesh with a Shader Material and a healthbar_controller script.


BEFORE SETUP:

Resize the QUADMESH to any size you want. However, the actual healthbar sizing is controlled by the BAR SIZE and BORDER THICKNESS separately. So I would suggest getting the size you'd like for your QUADMESH first, then adjusting BAR SIZE and BORDER THICKNESS last. Also, I recommend doing this with 3 distinct colours so it's easy to tell where the edges match up to.

1. SETUP:

Add this "healthbar" MeshInstance3D into an object and connect it in export/onready, then call setup_healthbar remotely

setup_healthbar(maximum_hp, current_hp)

1.5 SETUP LOCALLY:

If you'd prefer to setup locally by using the max values in this script, turn ON the bool "setup_in_ready"

2. TAKING DAMAGE

When taking damage, call update_healthbar with the new value.

update_healthbar(new_hp)

DAMAGE DELAY/SPEED

To make the damage delay take longer before kicking in, or slower to trickle down, adjust damage_update_delay and damage_update_speed

DEPTH IN 3D

The shader itself has depth_test_disabled. If you'd prefer to have your healthbars hidden by 3D objects based on position, remove that in render_mode.

PERSONAL AND COMMERCIAL USE

Go for it! No need to credit me or ask for permission. Donate if this saved you some time! Just don't resell. 

Download

Download NowName your own price

Click download now to get access to the following files:

https://github.com/diesellaws/Godot3DHealthbarShader
External

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