I have a Player made up of several
KinematicBody2D nodes. The Player is supposed to have several customizable parts.
- Each part is its own scene with
- Each part also have its own
Here is how the tree looks :
|--- Part1 (KinematicBody2D)
|--- Part2 (KinematicBody2D)
I am composing the Player with these parts (using
add_child(part) in code). Player Itself is a
KinematicBody2D with a
VisiblityNotifier2D as its children. As
KinematicBody2D needs to have a
CollisionShape2D, I have a added a small dummy shape to the Player.
When I move the Player with
move_and_slide() , only the direct
CollisionShape2D children of the Player seems to have an effect.
CollisionShape2D from the parts interact with other physics objects but have no effect during
What i want is for all
CollisionShape2D children, direct and from the Parts to be considered in
move_and_slide() calculations. Is there any way ?
I can work around this by adding a copy of Part's collision shape to the Player in code but I think where should be a better way.