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Asked By | Grizly |
Hello everyone! I have a problem using TileMap and LightOcculder 2d. Previously I used tilesets without LightOcculder 2d.
Creating a tile looked like this: NewScena (Node2d → Sprite -parrent->StaticBody2D
- parrent-> CollisionShape). Then I exported the tileset and used it when creating the level.
Later I added LightOcculder 2d NewScena (Node2d → Sprite -parrent->StaticBody2D - parrent-> LightOcculder 2d, CollisionShape). After exporting the work, the LightOcculder did not work. What am I doing wrong?
After a lot of manipulation, I decided to do it differently. Created a new scene with TileMap node to then add this scene to my level and build platforms.
Process of creation:
+New Single Tile, +Collision, + Occlussion.
Occlusion began to work, but i got another problem.
My character has wall collision raycasts. If 1_raycast = wall(true) and 2_raycast = wall(false), logic starts to hang on the ledge. I built a new level with a new tile map. Raycasts now check for a new wall and the character always tries to cling to the scene as if there are empty gaps between tiles and triggers to hang onto the ledge. Is this a bug or am I doing something wrong? My scene should be one piece, but it looks like there are gaps between the tiles and these gaps are determined by the raycast.