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In Godot 4, the new TileMap introduced layers, where you can change the name, modulate color, z-order, etc.
And I was using it to my game which is kinda like a 2D Minecraft clone: and there are two layers for placing blocks: normal blocks (which has collision) and the walls (which doesnt has collision and gets behind the player).
The way I did to circumvent this, I had to create two TileMaps, but both of them used the same tileset resource, and I didn't wanted to edit only for the walls to remove the collisions, because, if I had to add a new block on the tileset, it would not update automatically for the modified resource of the wall, so I had to bound the same resource to both of the tilemaps, and then in code I had to manually duplicate the resource and remove the collisions, by setting different collision bits and masks.
This process was a bit cumbersome, so it would be easier if you could just set different collision layers and masks on each tilemap layer.
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In Godot 4, the new TileMap introduced layers, where you can change the name, modulate color, z-order, etc.
And I was using it to my game which is kinda like a 2D Minecraft clone: and there are two layers for placing blocks: normal blocks (which has collision) and the walls (which doesnt has collision and gets behind the player).
The way I did to circumvent this, I had to create two TileMaps, but both of them used the same tileset resource, and I didn't wanted to edit only for the walls to remove the collisions, because, if I had to add a new block on the tileset, it would not update automatically for the modified resource of the wall, so I had to bound the same resource to both of the tilemaps, and then in code I had to manually duplicate the resource and remove the collisions, by setting different collision bits and masks.
This process was a bit cumbersome, so it would be easier if you could just set different collision layers and masks on each tilemap layer.
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