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Area2D/3D monitoring and monitorable are not working according to docs #27441
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Maybe related to #23484 |
I'm having exactly the same issue. I tried getting overlapping areas and it doesn't work either. |
I ended up manually switching monitoring/monitorable off and on to update overlapping areas array. |
I created another example: OnEnter.zip Both enemy and player have monitoring and monitorable set to true. Move the player over the enemy and both detect each other. However once you enter the enemy and press Enter which disables the player's monitoring and monitorable, and press Enter again to re-enable, only the player detects the enemy. Shouldn't the enemy detect the player now that the player's monitorable is true? By pressing Space it disables the Area2D instead of changing monitoring or monitorable. Press again to re-enable and they both detect each other. I would expect the behavior to be the same. |
For anyone looking into this, CollisionShapes and CollisionPolygons are also only detected when moving: #34124 |
I'm closing this as I don't seem to be able to replicate this issue in Godot 3.2.stable any more. (Win) |
I have to reopen this as monitorable and monitoring still don't seem to behave consistent in situations when both Areas are not moving: u/Armanlex on Reddit pointed out that they still get a different behavour when they include position=position compared to when they don't include it (exit signal not firing when monitorable is turned off): The monitoring behaviour also does not seem to be consistent monitorable when turned on and off while not moving: Minimal Project for anyone who would like to try: |
this bug still exists in 4.1.2, i made a bullet scene from an area2d, with monitorable turned off, it doesnt detect anything |
@MMUTFX2053 Can you please share a minimal reproduction project? |
here it is, when hovering over either body or area, it should change color, but only does so when the area hovers over another area when turning monitorable back on it works correctly |
@MMUTFX2053 I tested your Minimal Reproduction Project in Godot 4.2 Beta2 and can confirm the behavior you are describing. |
Also running into this bug. Hoping for a fix in 4.3 |
No same issue, see the thread (#66468 (comment)), it's not just for 3d |
Godot version:
3.1. stable
OS/device including version:
Win7
Issue description:
My character scene has an attack_Area2D with a CollisionPoligon2D which I animate using the AnimationPlayer. My destructable scene has a hitbox_Area2D with a CollisionShape2D and a script for
func _on_hitbox_area_entered(area)
: that is supposed to detect the overlapping attack_Area2D of the character scene when the character's Animationplayer turns the attack_Area2D "on".Everything is on the same collision layer and mask.
According to the docs, this should work:
I have just
monitorable
animated on the character attack_Area2D, andmonitoring
on the destructable's hitbox. But it does not work. It is not detecting. Minimal Project:https://github.com/golddotasksquestions/Collision_Detection-only_Monitorable
The character is modulated darkred when his attack_Area2D is "hot". Meaning this is when his attack should destroy the destructables.
By the way:
Here, I have both
monitoring
andmonitorable
animated via AnimationPlayer, while turned off by default. This works as intended, but I get the error!area_in && !E
. Minimal Project:https://github.com/golddotasksquestions/Collision_Detection-both_Monitorable_Monitoring
Here, I have
monitorable
andmonitoring
everywhere on default, while the CollisionPolygon2D is disabled and enabled via AnimationPlayer, which also does not work. It's not detecting either. Minimal Project:https://github.com/golddotasksquestions/Collision_Detection-collpoly_disabled
(related to this issue? #17812)
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