Godot Version
4.4
Question
I intend to make a UI where you can drag elements and drop them on the map I have a list that creates charactersBody2D with collision layers, and I have set up an area 2D to detect collisions once the user drags the characterBody2D. Once there is a coalition, I change the visibility of a grind and display some UI elements. The mouse is triggering the coalition logic. I tried to check for the collision layer and mask, but that doesn't exclude the mouse either... Any suggestions or ideas please
There are several potential solutions based on the collision layer/mask configurations described in the documents:
1.Layer isolation
Set mouse/UI elements to a dedicated layer (e.g. layer 1) and physical objects to different layers (e.g. layer 2). Configure your Area2D:
# Make Area2D only detect layers 2
area.set_collision_mask_value(1, false) # Ignore UI layer
area.set_collision_mask_value(2, true) # Detect character layer
2.Item type filtering
Verify body types in signals:
func _on_area_body_entered(body):
if body.is_in_group("DraggableCharacter"):
show_grid()
# Explicitly ignore non-physical objects
elif body is Control or body.get_class() == "Viewport":
return
3.Input priority override
Use _unhandled_input and gui_input to prevent deeper propagation:
func _unhandled_input(event):
if dragging and event is InputEventMouseMotion:
var query = PhysicsShapeQueryParameters2D.new()
query.collide_with_areas = false
query.collision_mask = 0b10 # Only layer 2
# Perform collision check here instead
4.RID filtering
Exclude viewport/mouse RID using:
area.add_exception(get_viewport())
area.add_exception_rid(get_viewport().get_viewport_rid())
Key documented principles apply:
- Collision masking priorities defined in collision_mask
- Use bitmask operations or set_collision_mask_value for layer control
- Area2D relies on collision layers being properly isolated from UI layers
- Physics queries can leverage dedicated collision_mask configurations like PhysicsPointQueryParameters2D.collision_mask