Lesson 02
A 3D scene needs three things to be visible: geometry, a light, and an environment. We'll build a ground plane and a couple of shapes, give them materials, and light the scene so GlitchFall's world exists.
Main selected, add a child StaticBody3D, rename it Ground. Static bodies don't move but collide — perfect for floors and walls.Ground, add a MeshInstance3D. In the Inspector, click its Mesh property → New PlaneMesh. Set the plane's Size to (30, 30).Ground, add a CollisionShape3D. Set its Shape → New BoxShape3D, and size it roughly (30, 0.2, 30) so the player has something solid to stand on.Visual mesh vs collision shape
In 3D, what you see (MeshInstance3D) and what you collide with (CollisionShape3D) are separate nodes. They usually match, but they don't have to. Forgetting the collision shape is the #1 reason players fall through the floor.
StandardMaterial3D
The all-purpose 3D material. Albedo is the base color; you can also set metallic, roughness, emission (glow), and more. For a stylized low-poly look, flat albedo colors with a bit of roughness go a long way.
Main: DirectionalLight3D (this is your sun). Rotate it in the viewport so it points down at an angle — set its rotation to about (-45, -30, 0) in the Inspector.Main: WorldEnvironment. Set its Environment → New Environment. In that resource, set Background → Mode to Sky and add a New ProceduralSkyMaterial under Sky.Black screen = no light or no environment
If your 3D scene renders pure black, you're missing a light, an environment, or both. Every new 3D scene needs at least one light and a WorldEnvironment (or ambient light) to be visible. Godot's editor adds a preview light, but the running game won't have one unless you add it.
Main, give it a New BoxMesh, and move it up so it sits on the floor (position y ≈ 0.5).Checkpoint — expected state