#CollideAndGetContacts returns no Vector2 points.

13 messages · Page 1 of 1 (latest)

mental sail
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I'm trying to get the point at which an Area2D node touches a CollisionBody2D. This is the setup I currently have. The black circle represents the Rigidbody2D, the light blue outline is the Area2D I have around the Rigidbody2D, and the line is the CollisionBody2D that collides with my Rigidbody2D which is detected by _on_area_2d_body_shape_entered. When the Area2D reaches another shape, the output only shows Godot.Vector2[] where I'm expecting coordinates of the point of contact. I'm not sure what I'm doing wrong...

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Maybe this is a better demonstration of my setup?

idle orbit
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Primitive shapes only?

mental sail
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Specifically, CircleShape2D and RectangleShape2D

mental sail
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I'm starting to think there's something wrong with C# specifically. I've got this code here that should output all the baked points in my Path2D.

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Again, all I get are these empty Vector2 values

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And yet, there are exactly as many outputs as there are points as expected, I just don't get the coordinates from them

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I'll try using a godot script instead of a C# script to see what happens

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Upon further inspection, I may have missed this step

mental sail
mental sail
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Okay, so I was being silly with the newest issue here #advanced-2 message

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I may be able to apply the same thing to my original issue

mental sail
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Turns out I was being silly! I didn't know how to access the Vector2 array correctly, and now I do.