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RayCast2D will not collide with TileMap if it's fully inside tile #36259
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The rays are 32px in length which is half the TileMap cell size. I notice that if I increase them to 64 they colliide with the tiles. |
In the second case you linked in the project the raycast lies inside the tile, so no intersection is detected against the tile's geometry. I think it would be preferred that the raycast could return the intersection point if the origin lies inside the geometry. Related to #35845. |
Still valid in 3.2.4 beta4 |
Godot version:
3.2.stable
OS/device including version:
elementary OS 5.1 Hera (Ubuntu 18.04.3 LTS)
Issue description:
I have a RayCast2D that is a child node of an Area2D. When RayCast2D does not overlap with its parent, is_colliding() is always false when the ray overlaps with a tile.
The ray is enabled and it does ignores its parent.
Steps to reproduce:
Create an Area2D scene with a RayCast2D element that does not overlap with its parent Area2D. The RayCast2D will not collide with tiles that have a collision shape
Minimal reproduction project:
https://gitlab.com/gforceg/raycast-problem
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