#Colliders with different layers
6 messages · Page 1 of 1 (latest)
Yes - but this assumes your top-level node is not a CharacterBody but rather made up of other collision (or area) shapes; e.g.
Each of these can have there own collision layers.
For a more complete example, this fella has two collision shapes with different layers:
Other than having the player's top node a Node2D instead of CharacterBody2D theres no difference in scripting? As in movement still belongs to the CharacterBody2D node etc
What I want is an area for the position of the character to implement things like falling off a cliff and him having a hurtbox which is roughly every visible part of him
Yep, you can do that - the bear example has a collider configuration for selection and hit detection, while the range body is for distance checking (e.g. raycasts) without interfering with the combat/select colliders. I can’t comment on your game specifically so it might take some playing around to get what you’re after (the top level movement can still be character body-based, the important bit is composition) although ultimately, I think you’re on the right track!