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I thought I would share my thoughts about a feature that I think would be a useful feature for TileSet physics layer collisions. I have had issues in the past with RigidBody2D objects getting caught on corners of between TileSet physics layer collision shapes like this:
I think a way to avoid contested collisions like this is to be able to have the option to consolidate/bake all the physics layer as a CollisionShape2D (or a general collision shape) where all collision solidifies as one or more collision shapes. Perhaps as an option in the TileSet tab > Paint Properties menu?
It would be something similar to this GitHub GDScript script "GodotTilemapBaker" by popcar2 called but done automatically in the background during compile-time or runtime instead of auto-placing nodes.
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I thought I would share my thoughts about a feature that I think would be a useful feature for TileSet physics layer collisions. I have had issues in the past with RigidBody2D objects getting caught on corners of between TileSet physics layer collision shapes like this:
I think a way to avoid contested collisions like this is to be able to have the option to consolidate/bake all the physics layer as a CollisionShape2D (or a general collision shape) where all collision solidifies as one or more collision shapes. Perhaps as an option in the TileSet tab > Paint Properties menu?
It would be something similar to this GitHub GDScript script "GodotTilemapBaker" by popcar2 called but done automatically in the background during compile-time or runtime instead of auto-placing nodes.
https://github.com/popcar2/GodotTilemapBaker
Let me know what you all think of this idea or if something similar already exists in the engine.
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