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Today, I finally hit a breakthrough with the beach shore sim in Godot and can collect the wave water inside holes in the sand. It hiccups a little when the holes are being generated at runtime, but it otherwise looks pretty fantastic. Better than anything I would have made for Unity.

I have logic in place to have any player or NPC walking on the sand piles to crush them back down. This came about because when I stacked sand, it was letting me basically stack under the player over and over and go sky high... and I thought that was too much.

A sand-rolling-off-sand effect would really sell the stomping effect and erosion effect. I also want better particles on the waves with some particle effects on the bottom of the wave when it hits the ground. Those are likely my next steps after I get palm trees imported properly.

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Just like that, I have Unity palm trees in Godot! I used my own in-house tool because the app I bought for the job ended up being AI slop that didn't do the job. My tool imports textures and models but doesn't do shaders at all. Scripts are also out of scope. I'm working on particles and normal maps

Basic particles are done. Things where the particle just comes out and dies are surprisingly easy to convert. It becomes tricky when you add custom particle systems, which were pretty common in the Unity ecosystem for a while. I'm gonna stop at basic particles, though, for now. It's all I want.