Why?! Problems with CollisionShape2D

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

enter image description here

Why this works not properly?
In editor CollisionShape2D have Scale: 1.6,1.6, but when game is compiled then shape have Scale: 1,1. And I can’t change that.

I’m not sure what is the actual problem because you don’t give details. According to the tags, I see you are trying to build a tileset?
Also, you should update to Godot 2.1 because it may have bug fixes.

Zylann | 2016-09-16 17:02

I’ve edited question.

vladocc | 2016-09-17 00:40

So you are actually talking about collision shapes inside a scene that is used to be exported as a tileset?

Zylann | 2016-09-17 00:43

Btw, look at the selected shape in your screenshot.
There are two sets of red handles. The four outer handles are for scaling: don’t use them.
Instead, use the inner ones, right on the blue rectangle. There are two of them, and they control the size of the shape.

Zylann | 2016-09-29 19:12

:bust_in_silhouette: Reply From: ericdl

Node order should be:

-StaticBody2D
–Sprite
–CollisionShape2D

enter image description here

That’s not the problem, I have tilesets myself that are layed out like on his screenshot and it works.
You must have the collision object as root only if this is an actual moving object in the scene.

Zylann | 2016-09-16 16:57

:bust_in_silhouette: Reply From: Zylann

I think scaling collision shapes in a tileset is not supported. All you can do is set the correct shape size (different from scale!) or using CollisionPolygon2D.
For sure, it looks like you can do it in the scene, but when you export it as a tileset resource, scaling will go away.