Open MarblesFr opened 1 week ago
For collision we simply have to expose the already existing collisions_enabled variable in the TileMapLayer
It's already exposed.
Also even without it, it's possible to use _tile_data_runtime_update()
to enable/disable any part of the layer.
Describe the project you are working on
A 2D side-scrolling tile based game
Describe the problem or limitation you are having in your project
I want to have the option to use the same TileSet that I use for my playable terrain for background tiles. Background tiles should of course have no collisions and probably also should not occlude light.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
By adding the option to enable/disable collision and occlusion I can simply use the same TileSet for gameplay and background without having to create new tiles.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
For collision we simply have to expose the already existing collisions_enabled variable in the TileMapLayer and for occlusions we'd have to add a new occlusion_enabled variable that forces cleanup of occluders.
If this enhancement will not be used often, can it be worked around with a few lines of script?
One could probably generate the a new TileSet without colliders and occluders from code, but it's not a nice workaround since any updates to the original tileset would also require regeneration of the second one.
Is there a reason why this should be core and not an add-on in the asset library?
This improves the flexibility of TileMapLayers allowing a wider range of applications.