Hi, Ho I can manage to shape that kind of collision polygons like I can do for square ones?

---start rant--- I remind to any developer that work in godot engine and to the development head who is in charge to this awesome game engine that it will be useless to have so many feature if they are not explained to "normal users" right away. This is the biggest bug in this game engine. Sorry but is the truth.

Is is pointless to have feature that only who made it have an idea how to use. Allow other people to use this game engine, please.

People must be not forced to learn c++ or to reverse engineering all code to understand how use it.

Someone did a feature? So straight away make a correspondent tutorial with basic, medium and advanced example how to use it (text + pictures). Then the job can be say it is complete.

In alternative lots people have to give up to use this game engine. --- end rant---

You need to add a convex/concave collision shape. If I remember correctly, it’s one of the options in the drop down.

Once you have made either collision shape, you can click a pencil icon on the top right section of the scene window to start placing points for the shape.

Regarding the rant, try reading the documentation! Here’s where your question is answered in the docs. The docs now are WAY better than the docs I read through when I started (though there is always room for improvement :smiley: )

Thank you for your answer. However there is not any pencil icon - we talk about godot 3. The link that you give me is not even enough to understand 1% of what people need. I can imagine how was before. :wink:

People fix bugs... make improvements... and who use it in professional way? - not myself in this moment.

I was working in unity before, ans I want to say people when they choose a game engine they invest their effort/ time in it. The more effort/time they invest on it the less are willing to change for another game engine. In this case a game engine who nobody know how to use it.

It is duty to deliver enough documentation. I suppose the goal is to make a good game engine where lots people can use it.

I'm mistaken about that goal?

Ah, I didn’t realize it was Godot 3. I’m not sure how it works in Godot 3 , as I haven’t used it since before alpha 2 (around 2-4 months ago). Hopefully someone else who knows will chime in.


( I guess I got a little carried away... Largeish rant below!)

As for the other, I think you’re right, to an extent. Writing good documentation is important, and making sure your users know how to use the game engine is indeed the goal of documentation. However, all that said, writing good documentation is really hard work. With the rate that Godot 3 is growing, it’s hard to advise new comers to Godot to use Godot 3, as things have changed quite dramatically. (espcially during the alpha. Thankfully things have mostly settled down now).

Godot 3 isn’t even officially stable yet, so tutorials and the like are probably on the back burner for right now. That’s why when you download it off the site it says “it is not suitable for use in production”. Once Godot 3 stable is released, I’m sure those who know how it works will start working on making the documentation (and tutorials) better for Godot 3.

The core developers (like Reduz) who know the majority of the code base are almost certinaly swamped with bugs to fix and other issues right now. Maintaining the Github repository alone most be a huge undertaking, so I’m sure while they’d like to help, they’re (probably) just too busy right now.

Also, many people know how to use Godot, just not necessarily Godot 3. I’ve personally released a couple games in Godot 3 back when it was in alpha (not necessarily recommended though. I had to get creative at times to work around bugs). Godot isn’t quite as easy to jump in as Unity because Godot just simply doesn’t have the huge volume of people to write tutorials, make videos, and provide samples.

With Godot 3 stable coming out soon, I’m sure people will start looking at Godot as a viable alternative to Unity and Unreal, which will in turn bring more help for people new to Godot as those more experienced will likely start helping those who don’t know as much.

I might make some tutorials once Godot 3 stable is out... no promises though :sunglasses:

All of that said, given it’s open source, anyone can help contribute to the engine! Not necessarily just C++ code is needed. There’s the documentation, the demo repository, and helping make resources like tutorials (video or written), really help everyone in the Godot community.

In my opinion is not going to work to wait until godot 3 is completed to release the documentation. Simple because after godot 3 will be godot 3.1 then godot 3.2... and so on. Developers are busy all the time.

To make this circle work is necessary to have someone assigned 100% to the documentation as priority.

Also because godot 3 it has been heavily changed from godot 2 I don't wish to re-write and re-learn from scratch again ... and again. This was my choose to use godot 3 after took a look to godot 2. Honestly.. even with godot 2 is not that we have a good documentation. I had same problems with it. Is not clear. Is is not made for beginner in godot. I'm not sure if you understand this last point. It is very important nevertheless.

Thank you for your answer :smile:

Just downloaded Godot 3 beta 2.

You need to use CollisionPolygon2D, not a collision shape with either convex/concave polygon selected. I totally forget they're separate nodes... Whoops. Instead of a pencil icon, there is instead three square things. The green one is for adding, the blue one for moving, and the red for deleting.

Hope this helps! (and for the record, I totally agree that Godot's documentation still needs work :smile: )

Thank you for your answer. In effect CollisionPolygon2D can be an option. I've already used it somewhere else. However my question is how to use Convex/Concave PoligonShape2D because in my opinion it can be used like CollisionPolygon2D. So if is not the case why we have this kind of polygon that we need to treat it in different way? And how to use it?

I was looking for a documentation about this one. I know already I can add vertices and set coordinates. But why I can't have the possibility to "design" its shape like I can do with CollisionPolygon2D? They are so different? It is a "work in progress" or there are specific reasons why is in that way?