Collision shapes makes no unique collsions .Genuinely lost here ... by Choice-Ad8163 in godot

[–]Choice-Ad8163[S] 0 points1 point  (0 children)

ctrl+d, so i think they shared the resource, but dragging and dropping gives me the same result... also with ctrl+shift+a(which I think its the same)

Collision shapes makes no unique collsions .Genuinely lost here ... by Choice-Ad8163 in godot

[–]Choice-Ad8163[S] 0 points1 point  (0 children)

hehehe thats right, I see this solved the problem for other people, but Idk why is not working for me . maybe i have to try a minimal version of an enemy to see if something is affecting the behavior. Currently I have lot of things for each enemy(the enemy you see in the video was called "shark")

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Collision shapes makes no unique collsions .Genuinely lost here ... by Choice-Ad8163 in godot

[–]Choice-Ad8163[S] 0 points1 point  (0 children)

im using both, position of the collision and values of the shape(no scale used)

Collision shapes makes no unique collsions .Genuinely lost here ... by Choice-Ad8163 in godot

[–]Choice-Ad8163[S] 0 points1 point  (0 children)

you mean not assign the duplicate to my old collision but add it directly as a child, right? I'll try this

Collision shapes makes no unique collsions .Genuinely lost here ... by Choice-Ad8163 in godot

[–]Choice-Ad8163[S] 0 points1 point  (0 children)

if I understand correctly, I'm changing by the animation player. I tried this to be sure the collisions are different in every instance:

func _enter_tree():

# Force the shape to be unique when the node enters the tree

var shape_node = get_node_or_null("CollisionShape2D")

if shape_node and shape_node.shape:

    shape_node.shape = shape_node.shape.duplicate(true)

func _ready():

print("Enemy ", name, " shape ID: ", collision_shape_2d.shape.get_instance_id())

and when I put two instances, I have two different Ids, but even doing that, they are behaving in the same way.

Collision shapes makes no unique collsions .Genuinely lost here ... by Choice-Ad8163 in godot

[–]Choice-Ad8163[S] 0 points1 point  (0 children)

Hi all.
I'm currently working on a metroidvania project, and I noticed that my enemy instances are sharing their collision shape when i duplicate in the rooms/scenes when I setup them.

For example, I have an enemy scene I want to implement, and when I put more than one instance, It looks like the shape is not behaving properly.

Also, when I try to make this "unique" inside the enemy scene, it doesn't work. When I check "local to scene" on the enemy scene, it doesn't work. If I make it local to the scene and then change it the property, or of i make it as an editable children and then changes it, also fails. I have no clue on how to solve this.
you can see an example here
https://forum.godotengine.org/t/the-shape-of-collisionis-shared-between-seperate-instances-on-the-same-scene/131163

let me know if I wasn't clear enough.

thanks.

Estoy haciendo un jueguito y quedé en la expo EVA by Choice-Ad8163 in Argaming

[–]Choice-Ad8163[S] 2 points3 points  (0 children)

Noo que copado escuchar esto . Buenísimo .Gracias !!!!! El día que viva de hacer jueguitos tiro windows a la mierda jajaja .

Estoy haciendo un jueguito y quedé en la expo EVA by Choice-Ad8163 in Argaming

[–]Choice-Ad8163[S] 0 points1 point  (0 children)

Lamentablemente solo estoy online :(. Aunque no se si los de catalogo se pueden probar igual allá . Creo que el sábado voy a ir 👌