Godot Version
4.6.1
Question
Hi,
I’ve only been using godot now for about 1 month so pretty new to the platform, I have a question that I can’t find the answer to anywhere. Can’t even find anybody posting about it.
I setup an area2D with a CollisionShape2D, and made the shape a rectangle, in the signal for this shape I check the physics layer of the blocks it’s colliding with, this all works as it should. One of the types of block I created was a ice surface, when on this surface you can slide around, this was working as intended, then I noticed that my tile map layer has a quadrant side of 16 which is the default, if I slide across the join between quadrants, the enter signal would fire then followed by the exit signal, this was stopping my player sliding at that point, no big deal I simply added some tracking variables now it works again.
If however, I set the rectangle shape to 0px in size on the X axis, even without all the tracking variables, it just works, for some reason setting it to 0px causes the exit signal to fire before the enter signal, so while the exit signal cancels the slide on ice, the enter signal re-enables it straight away. Is this a bug with godot or is this intended functionality, I don’t want to go using this to only to find out it was a bug and gets patched in a later release?
If it is intended, then it will come in very useful.