K
Kakubei

  • Jan 12, 2024
  • Joined Nov 23, 2020
  • 0 best answers
  • Or better yet:
    await ToSignal(Owner, SignalName.Ready);

    By using SignalName you avoid having to use string literals.
    And Owner might be better than parent, depending on what's happening in your code.
    Also, don't forget that the method this line is in will have to be set as async in order to use await.

  • Yes, I understand that, and this is what I was expecting. But my RigidBody does not collide with other rigid bodies for whatever reason. But, as stated above, it does collide when the root node is a rigid body instead of an Area2D.

    @mechPenSketch said: When an Area2D has a RigidBody2D child, then only that RigidBody2D child will collide with the other RigidBody2D nodes. Area2D itself does not collide with other collision nodes-the most it could do is to check for overlaps.

  • I have a player character that is an Area2D and it has a RigidBody2D as a child node. When it encounters another RigidBody2D, they don't collide.

    If I turn the root node (Area2D) into a RigidBody2D then they do collide.

    Can an Area2D node have a RigidBody2D child and still collide properly with other RigidBody2D nodes?

    Thanks