#Removing collision from TileMap tiles in backgorund
21 messages · Page 1 of 1 (latest)
I don't believe that is possible.
Oh no
What if I make a new TileSet, where I do not add the collision shape -> using the same tiles for it?
In the Atlas
I found this
extends TileMap
func _use_tile_data_runtime_update(layer: int, coords: Vector2i) -> bool:
return layer in secret_layer_ids
func _tile_data_runtime_update(layer: int, coords: Vector2i, tile_data: TileData) -> void:
tile_data.set_collision_polygons_count(0, 0)
was a reply to this merge request
so maybe it is possible after all
What would I use as the Vector2i argument?
the tile coordinates
So I write to every single tile?
Isn't this faster?
if this script works, not really.
I just do not get how I would use this function
yeah, I never used it. So I am not sure about the performance impact