Assemble your objects from smaller, independent 3D meshes, which you can control separately after destroying an enemy. That’s how I do it in my space shooter game.
Heh, thank you. 😎
Well, Godot is a lightweight engine, so it doesn’t have almost anything extra built-in. Which is advantageous because the engine itself then takes up negligible space on disk and the editor starts up within seconds, which can’t be said for Unreal. But everyone prefers something different, of course. I mainly wanted to show that implementing your own blur effect can be simpler than it might seem at first glance.
Yes, you are right. Fixed.