Closed grebhun closed 8 months ago
I actually was able to fix this by setting the owner to the parent of the EntityLayer (Level) or the world (parent of Level). I should have known that I had the root node availabe to me through the relationships of the EntityLayer Node itself 😅
This is more of a question than an issue, so apologies for the out of place issue.
I'm using the Post-Import script for the EntityLayers to replace entity layers with my own custom BoundingBox Scene (based on an Area2D which needs a collision shape child). That is working correctly.
However, I would like to add a CollisionShape2D as a child to that BoundingBox node and have both appear in the final import. Currently, the BoundingBox appears in the final world, but does not have any children.
I believe this is from the owner not being set, but I am not sure how to set the owner of the CollisionShape2D correctly in the post-import script. I thought this would be handled by code that is run later, but it appears not.
Here's my current import script:
Am I missing an obvious addition that makes the owner get set later on in the import process?