More flexible scene tree for collision shapes #12776
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MelvinVDriel
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I think there's no need for specifying the body, the proper solution is instead: |
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https://github.com/godotengine/godot-proposals/issues/535 is where the discussion is. |
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Collision shapes need to be a child of a physics based node (either 2D or 3D). I would like to suggest for the collision shapes to get a field in inspector where you can select which physicsbody the collision shape is for, like the system that is already in place for pins and skeletons.
This gives the developer more flexibility. For example, you can have the collision shape be a child of a Node3D to make rotations in code and animationplayer's easier. In the collision shape you could then set the collision shape to be part of a physicsbody.
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