#Teleport timing with Area3D

2 messages · Page 1 of 1 (latest)

hushed fern
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I've made a save/load system that can save anywhere, at any time. To that end, I've made a system where a signal gets sent out to disable Area3D's (turn monitoring off), then teleport the player, then enable the Area3D's again. This is to prevent the Area3D's from detecting the player on the same frame they get teleported. This worked great in GodotPhysics, but doesn't work in Godot Jolt -- the Area3D always detects the player on the same frame they get teleported. Does anyone have any experience with Godot Jolt enough to know how to resolve this?

hushed fern
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hm, works if i await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame); before setting Monitoring on again