Problems with tilemap collision

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:bust_in_silhouette: Asked By Themaker482
:warning: Old Version Published before Godot 3 was released.

Hi, today I noticed something in the engine, when you put a tile background with collisions the rigid body pass through it, i noticed that if i put first the rigid body, it passes behind the tilemap. Why is this happening? The xml of the tileset background calls properly the collision polygon.

Enable Visible Collision Shapes in the debug options (right of the RUN button) to make sure

batmanasb | 2016-03-19 23:07

Just to note, I changed the title and corrected a few mistakes in the text, feel free to revert.

Bojidar Marinov | 2016-03-20 14:00

:bust_in_silhouette: Reply From: puppetmaster-

I’ve got the same error when staticBody2D and collision don’t are at position 0,0 in the scene to transform to tileset.

Sometimes you got also similar behavior when copy past collision shapes node.

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Umm… That’s supposed to be an answer, or a comment?

Bojidar Marinov | 2016-03-20 14:00

This should be an answer. I’m sorry if it’s not so clear.

puppetmaster- | 2016-03-20 21:01

Ah right, I though it was just a confirmation that it doesn’t work always XD

Bojidar Marinov | 2016-03-21 05:28