Lesson 01

From 2D to 3D: what changes and what doesn't

GlitchFall is a small third-person adventure: explore a corrupted low-poly world, collect glitch fragments, avoid hazards, and reach the exit. Prior 2D track experience carries over — this lesson maps the same instincts into three dimensions.

▸ By the end of this lesson: A running 3D project and a clear picture of the finished GlitchFall

1.1The finished game, described once

Hold this picture for the whole 3D course:

Why this scope

GlitchFall stays deliberately small so 3D fundamentals stay clean: the 3D coordinate system, meshes and materials, a physics character controller, a follow camera, area triggers, and 3D UI — without drowning in level-design or asset pipelines.

1.2What carries over from the 2D track

Everything structural is the same: nodes in a tree, scenes as reusable bricks, _ready/_process/_input, signals, and separating data from visuals. The 2D course covers about 70% of the structural ideas that follow. Without it, skim 2D Lessons 1–2 for the node/script basics first.

1.3What's genuinely new in 3D

Y is up, and −Z is forward

This trips up newcomers constantly. Up/down is the Y axis. "Forward" for a default camera is negative Z. Left/right is X. Internalize it early — it prevents hours of confusion later.

1.4Create the project & learn to fly

  1. In the Godot Project Manager, create a new project named GlitchFall. Use the Forward+ renderer for the best 3D lighting.
  2. New Scene → "Other Node" → choose Node3D as the root. Rename it Main. Save as main.tscn.
  3. In the 3D viewport, orbit by holding the middle mouse button, pan with Shift+middle mouse, and zoom with the scroll wheel.
  4. Hold the right mouse button and use WASD to fly through the scene like an FPS. This is the standard way to navigate the viewport.

Sanity check

The project should now have an empty Main.tscn with a Node3D root and a flyable editor camera. An empty black void is expected — lighting comes in the next lesson.

Checkpoint — expected state