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When a Tilemap node is attached as a child node of PathFollower2D node, with collision_animatable on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node with progress changed; while the tiles run as usual if collision_animatable is false.
This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project
P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with collision_animatable on.
Steps to reproduce
In the minimal reproduction project:
Make the collision_animatable of Tilemap and run the project, and you can see the tilemap moves as usual
Then tick on the property and run the game again, in which you can see the tilemap stuck at (0, 0) permanently.
The text was updated successfully, but these errors were encountered:
Lazy-Rabbit-2001
changed the title
Tilemap under PathFollower2D with collision_animatable True Makes the Tilemap Keep (0, 0)
Tilemap as a PathFollower2D with collision_animatable True Makes the Tilemap Keep (0, 0)
Jul 20, 2023
Lazy-Rabbit-2001
changed the title
Tilemap as a PathFollower2D with collision_animatable True Makes the Tilemap Keep (0, 0)
Tilemap as a Child Node of PathFollower2D with collision_animatable True Makes the Tilemap Keep (0, 0)
Jul 20, 2023
Lazy-Rabbit-2001
changed the title
Tilemap as a Child Node of PathFollower2D with collision_animatable True Makes the Tilemap Keep (0, 0)
Tilemap with collision_animatable True as a Child Node of PathFollower2D Makes the Tilemap Keep (0, 0)
Jul 20, 2023
Lazy-Rabbit-2001
changed the title
Tilemap with collision_animatable True as a Child Node of PathFollower2D Makes the Tilemap Keep (0, 0)
PathFollower2D Does NOT Update the Position and Collision of Child Tilemap with collision_animatable True
Aug 24, 2023
Godot version
4.1.x
System information
Windows 11
Issue description
When a Tilemap node is attached as a child node of PathFollower2D node, with
collision_animatable
on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node withprogress
changed; while the tiles run as usual ifcollision_animatable
is false.This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project
P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with
collision_animatable
on.Steps to reproduce
In the minimal reproduction project:
collision_animatable
of Tilemap and run the project, and you can see the tilemap moves as usualMinimal reproduction project
bug report.zip
The text was updated successfully, but these errors were encountered: