#Question about root node choices for game characters

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peak mountain
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Hi all, thanks for the nice welcome to the server, I've already found a lot of useful info here. My question as a new user is when making player characters and enemies I have been constructing a scene for each with a Node2d at the root that coordinates the animation, physics and other components. However, I made another character where the root was CharacterBody2d and that seemed to simplify things a bit. I'm not really sure which I prefer so was looking for feedback on that.

tidal oracle
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You expand to a Node2D when needed. Though it's hard to see when that would be. Maybe for objects that don't follow the unit's transform, such as a trail it leaves behind, it's easier to make the transform just for the CharacterBody2D rather than give the trail a RemoteTransform?

I don't feel it's hard to expand, you can always do it later unless you're in a group project with bureaucracy.

Personally my units don't do anything, managers do, so CharacterBody2D is fine.