0 votes

How would one go about scaling a complex character, that has a skeleton over PhysicsBody2Ds for animation for example?

in Engine by (840 points)

Make them all children of a Node2D which hase a scale property?

Thank you for your comment, but it's not that easy. As I turns out, there are a few bugs with the RigidBody2D, which make scaling and rotating a PITA, but it's more than worth the ease of use and efficiency of the engine. And this will probably be fixed later on...

Ok, I'm not sure exactly what you're saying, but don't ever scale an actual RigidBody2D node. It's not a bug but a design such that you should never scale that node. That's why you need to have a Node2D child that everything is child of instead.

What I'm saying is your approach makes zero difference for me. If I have the RigidBody as a child of a Node2D, scaling brings the exact same problems.

Ok, I haven't seen your project so I'm not going to argue with you, but I think you've misunderstood me. I mean like this:

    Node2D (scaled)
        Other things

Have you tried it like that? This way the rigidbody is not scaled, which is to be avoided.

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