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### Is your feature request related to a problem?
The collision checking methods we have now are pretty good, but if you want to collision check without masks, you lose access to using sprites and th…
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In my project, when I load a level dynamically, the level has a tilesource associated with it in the *.lua file.
I use this string to load the static tilemap (level map in my collection as a placehol…
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I found this plugin very helpful, but was wondering if you would consider extending it to also accommodate TileScenes. Locally I was able to hack together a proof of concept:
```swift
var sce…
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I'm wondering if there's any way to get the box2d physics implementation to respect the tile collision shapes set in the Tiled editor. It seems like it only takes the entire tile as a square object.
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**Describe the project you are working on:**
I'm working on a 3D space sim/4X game.
**Describe the problem or limitation you are having in your project:**
My base objects are already static bodie…
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**Describe the project you are working on:**
N/A (generic issue)
**Describe the problem or limitation you are having in your project:**
Difficulty to pick out collision shapes, especially when th…
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**Describe the bug (REQUIRED)**
When adding collisionobject with shape box to game object and create this object through factory we will get a bug.
**To Reproduce (REQUIRED)**
1. Create GO in Ass…
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Detailed collision shape generation seems to fail badly on some GLTF models.
Avatar that works alomst perfectly:
http://oaktown.pl/haz-dragon/avatar_s.fst
![overte-snap-by--on-2022-12-10_14-54-…
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Currently i find it little hard to only work with cube-shaped fuel tanks. It becomes an issue when you want to put fuel tanks under angled armor. I think adding fuel tanks in shape of a wedge could ea…
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### Tested versions
4.2.stable
### System information
Windows 10
### Issue description
Calling the function `PhysicsDirectSpaceState2D.intersect_shape` returns an empty array when there…