#Jump in isometric top down?

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desert path
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You can have a "height" variable that disables collisions of tiles higher up when it is above a certain value.

stuck compass
desert path
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The issue is that you have to check every single TileMapLayer.
You can use an Area2D or intersect_point() so you can check the cells trough physics.

stuck compass
desert path
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In 2D there is only X and Y
There is no actual height, so you cannot check what is below seomthing. Everything is at the same height.

Raycasts also stop when colliding with anything, so it can only detect 1 tilemap at a time, and if they overlap the result is pretty much random.

Checking tilemap cells always returns the tilemap in question as the object. If you want to know the specific cell, you need to get the collision RID, which most stuff that checks for collision does.

But you DO need something that checks all objects at a given point. Not a raycast which merely stops at the first thing it hits.

stuck compass
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Im trying to understand, but this seems to be a bit above my paygrade, so ithink ill have to put this to bed for now, might visit this later tho. thanks for the help