I tried using ColliisionShape2D.Disable = true; Didnt work for me.
How do I disable a collider in godot through code??
bool disabled
set_disabled(value)
setteris_disabled()
getterA disabled collision shape has no effect in the world.
func _physics_process(delta):
var col = get_node("CameraPosition/Area2D/CollisionShape2D")
col.set_disabled(true)
print(col.is_disabled())
note ¹ I quickly set it up in a cameraController scene of mine, hence the CameraPosition in the tree.
@Megalomaniak said:
bool disabled
set_disabled(value)
setteris_disabled()
getterA disabled collision shape has no effect in the world.
func _physics_process(delta): var col = get_node("CameraPosition/Area2D/CollisionShape2D") col.set_disabled(true) print(col.is_disabled())
note ¹ I quickly set it up in a cameraController scene of mine, hence the CameraPosition in the tree.
hey, thanks for the reply. Does it have to be inside physicsProcess because it is not working for me
@Anderoo99 said:
@Megalomaniak said:
bool disabled
set_disabled(value)
setteris_disabled()
getterA disabled collision shape has no effect in the world.
func _physics_process(delta): var col = get_node("CameraPosition/Area2D/CollisionShape2D") col.set_disabled(true) print(col.is_disabled())
note ¹ I quickly set it up in a cameraController scene of mine, hence the CameraPosition in the tree.
hey, thanks for the reply. Does it have to be inside physicsProcess because it is not working for me
Update: It does work for me. I was using CallDeffered and the parameter I gave was SetDisabled (c#) instead of set_disabled (gdScript). Thanks for the response :-)