look at this:
https://github.com/MarkoGrbec/robots-factory
I made it and forgot how I handeled it:
hint: also after switching you need to rebake the navmesh
also I made so that you can dig inder the surface.
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look at this:
https://github.com/MarkoGrbec/robots-factory
I made it and forgot how I handeled it:
hint: also after switching you need to rebake the navmesh
also I made so that you can dig inder the surface.
Thanks for the message! I wasn't able to find a level where the player character is able to walk up, so I can not verify how you did it either. I wasn't able to find it in the code either.
Found it
TileMapLayers script
Short:
var x = TileMapLayer.new()
x.enabled = false
...
You get the idea.
__
You need to dig it in to ground more than 10 layers per layer
I think we are talking about different things :) I am talking about a game like Zelda, for example. Walking up a set of stairs to higher elevation. That layer is also using the same tile set. And how to handle collisions correctly, not blocking if walking into things from the layer below, etc.
Enabled = false does it hide it or you need to hide() it yourself?
If it does hide it I see no other way but to manually disable whole tile set collisions but you need to make tile set for each layer you can do as make unique.
Sorry, I really don't understand what you are talking about with hiding
- I am not looking to visually hide it. Yes, I am talking about collisions
What I'm talking about is:
If enable = false doesn't hide it you are on a horseback.
If it does you have a headache programming it.
I don't know where the enable = false even came from. I never mentioned that. Either way, I think I have found a solution. Thanks!