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Asked By | Footurist |
How would one go about scaling a complex character, that has a skeleton over PhysicsBody2Ds for animation for example?
Make them all children of a Node2D
which hase a scale property?
Cosine | 2018-02-19 10:56
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…
Footurist | 2018-02-19 18:40
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.
Cosine | 2018-02-19 23:37
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.
Footurist | 2018-02-20 19:20
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:
RigidBody
Node2D (scaled)
Other things
Have you tried it like that? This way the rigidbody is not scaled, which is to be avoided.
Cosine | 2018-02-21 05:39