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As a workaround until they implement this, you can use a CSGTorus, give it a unique collision mask and for your character, use an Area that only scans that layer. Wouldn't be necessary if the CSG shapes had a body_entered method but right now I think it is the only way. |
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has this been considered? |
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Torus shapes are a common shape for shockwave collisions in games. I was wanting to put a torus collision shape that can dynamically expand. I mainly wanted a 3d shape, but I've seen people on reddit wanting a 2d one as well.
Trying to implement with basic godot editor shenanigans is kinda tricky, and I have no knowledge of low level engine stuff.
Using a method involving 2 cylinder collision shapes where if your only touching the outer one wouldn't be the best, as typically you'd want to define the outside radius as a set amount, however depending on how wide a collider is it would sometimes always be "touching" the preventor even when in the damager.
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