Godot Version
4.6.1
Question
a raycast is colliding with a tilemap where there are no physics layers or tiles present , at (1,1)
here is the raycast with the tilemap in a test scene
code that is printing:
extends Area2D
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
@onready var ray_cast_2d: RayCast2D = $RayCast2D
Called when the node enters the scene tree for the first time.
func _ready() → void:
ray_cast_2d.target_position = Vector2(50000,0)
await get_tree().create_timer(1).timeout
print(ray_cast_2d.get_collider())
var position = ray_cast_2d.get_collider().global_position
print(position)
collision_shape_2d.shape.b = position
Called every frame. ‘delta’ is the elapsed time since the previous frame.
func _process(delta: float) → void:
pass
and running with collision shapes

