Level design workflow on a physics based game

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:bust_in_silhouette: Asked By cooper123

I’m trying to develop a 2D physics based game with graphics and levels similar to Alto’s Odyssey. Now I am struggling to find a scalable and efficient level design workflow.

I’m assuming that I should create the terrain with curves and polygons and then define many StaticBody2D nodes with matching Polygon2D and CollisionPolygon2D nodes.
I was not able to find a way to automatically generate a CollisionPolygon2D node from a Polygon2D node without adding a specific script for every StaticBody2D node.

I noticed there’s a “Create CollisionPolygon2D Sibling” feature for Sprites, but not for Polygon2Ds.

Why there’s no such a basic feature? How can it be compensated? Am I looking to the wrong direction?

Thanks for answers.

Is there any way you can make modular scenes and string them together? Have one piece that fits into another piece?

Ertain | 2020-06-15 02:02

Of course I can, but I am mostly struggling with the automatic generation of CollisionPolygon2D nodes from Polygon2D nodes. Thanks for your suggestion though.

cooper123 | 2020-06-15 09:54

:bust_in_silhouette: Reply From: cooper123

Ok, I figured it out myself.
In Godot 3.2.1 there’s a tool icon in the inspector which opens a submenu where you can copy and paste params between nodes.
I copied the Polygon2D params to CollisionPolygon2D and it did the job.
Sorry for the trivial question.