Godot Version
4.3
Question
In the squash mechanic section a null check is performed after calling get_collider
with a comment stating it is for the floor.
The documentation doesn’t mention a null return case but I would guess its when a collider with the provided index doesn’t exist, yet the comment states otherwise. However that doesn’t seem to be the case as I was only able to get a null value by squashing creeps.
My understanding is that when a creep gets squashed the creep is queued to be freed and this causes the next index possibly being a collision for the creep that was removed when the collision happened on multiple points for a single creep.
Is the comment stating the check is for a floor incorrect or is there something else I am missing here?