Walk over Water Tiles & Ignore Collisions while on a Bridge ~ Godot 4.1 Tutorial
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- Опубліковано 28 чер 2024
- Learn how to ignore ground or water collisions while walking on a bridge above the ground in Godot 4.1
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00:00 - What to Expect
01:03 - Tilemap Physics Collisions
03:34 - Editing Tiles for Physics and Custom Data
06:10 - Script - Download on Kofi or Patreon
10:45 - Wrapup - Ігри
This is a very nice solution but it might be a bit complex for beginners (like me). What I did was make alternative tiles without collision and use those underneath where a bridge starts and ends.
Ok. So I watched this quite complex turtorial. Good solution, good for education, but I will give my beginner solution for those who are only starting like me.
Make a dublicate of your water tileset and name it something like "WalkableWater".
Adjust some tiles collisions on that dublicate for fitting your bridge edges if necessary.
Use "WalkableWater" tileset instead of "Water" tileset in places you need to place bridge.
Also this solution will reduce processes on your cpu a little.
Alsot another way around wold be making invisible collision tiles and instead giving collision shape to water, paint with invisible collision tile on top of it. Risk of missing some point, but if you do not have a lot of rivers in your game, should work.
thanks you so much!!!!!!!!!!!!!
Excellent tutorial! I'm wondering is it possible to change the elevator tile to an Area2D, so that the physis_process() will be avoided?
Hey :) Do you have a similar solution for tile maps in Unity?