buzzbuzz20xx nice--it was fun (i won). fwiw, i didn't immediately connect the colors to the heroes, and wished the attack animations played before the sounds and damage. and, i prefer when heroes stop attacking once all the enemies are defeated. would be nice to be able to strategize a bit with formation or something; i couldn't determine if there was logic to the enemies' target selection. would it be up to the creator to name the eyes (in this case) differently?
davidicus

- 5 hours ago
- Joined Nov 27, 2024
- 0 best answers
- Edited
4.3 Stable project: [https://we.tl/t-cKTLB09U7S]
One AnimatableBody2D is a child of another. Both have separate rotation scripts. The parent rotates as expected, but the child doesn’t seem to respect its rotation pivot and moves wildly instead of staying attached to its parent.
My solution was to put the child in a Node2D and give it the rotation script. It just acts as a pivot point. It worked; the AnimatableBody2D/Node2D combo followed its parent’s rotation as expected.
However, collision that used to work on the child quit working. I’ve double-checked that the Collision Mask etc haven’t changed.
- Is there a better solution than introducing a Node2D pivot? or
- Why would collision stop working after re-parenting?