#am i misinterpereting documentation
31 messages · Page 1 of 1 (latest)
i tried some testing and this is my mask in gui(above)
but when i print it ```swift
print(collision_mask)
it show 1
Collision Layer means "Hello, I exist in this layer."
Collision Mask means "I am able to see anything that is in this layer."
And you're in Godot 4?
ok so i do understand
what else should i send so someone can help me
yeah the steam version
where in your script are using this print statement?
_ready() function?
yeah
and you are sure that it is set to 2 in the editor, and there is nothing in the script or any other script changing the mask when you run the game?
or animationplayers
yes
did you check in the remote tab while its running if the masks are set correctly?
are you running any other code in the ready function? do you instantiate this object with the wrong mask via code or is it already in the scene in the editor?
what node type is it? is it a child of any other physics object?
i dont think its a good idea to have static bodies as children of static bodies
but not sure it that is the reason for the wrong mask
might be
what should i do
i want the piston rod and piston cap to collide with the player
but not the piston itself?
yes
i dont think thats possible this way
you would have to make the rod and rod cap siblings, not children imo
so i need a big papa node2d with everything in it
thats probably best