I created this 2D platformer and used Godot’s tilemap system, I painted the collisions on the tiles in the physics layer, as shown below:
The player’s collision shape is a capsule:
The collisions work most of the time, but at certain positions (in between tiles?), the player just falls straight through.
My theory is that the tiles’ collisions have some sort of gap in between them since they aren’t merged together like a rectangle CollisionShape2D, which I had been using before switching to the tilemap system.
Any idea on how to get around this?
Thanks in advance
One bug I forgot to mention is that the enemy, which is the rotating square, is somehow stuck when it was supposed to follow the player, I believe this has to deal with the tile collisions as well:
Btw, in the above attachment aside from the enemy issue, some changes I had done was to enable CCD for the player (shape cast) and paint the “earth” tile collisions as well, which resulted in the player still sinking, but just halfway through.