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I'm wondering if there's any way to get the box2d physics implementation to respect the tile collision shapes set in the Tiled editor. It seems like it only takes the entire tile as a square object.
For example, here in the editor you can see I've set shapes for the tiles,
But in-game, the physics objects bounce off of invisible walls.
Here are my project files: lowrez-example.zip
thank you, to anyone who may look.
The text was updated successfully, but these errors were encountered:
It normally seems as if it wouldn't be possible to do this, as STI "doesn't support tile collections."
But, you could implement tile collision shapes if you exported the tileset file from Tiled, separately and in addition to the map file, and used the tile collision info from there.
I'm wondering if there's any way to get the box2d physics implementation to respect the tile collision shapes set in the Tiled editor. It seems like it only takes the entire tile as a square object.
For example, here in the editor you can see I've set shapes for the tiles,
But in-game, the physics objects bounce off of invisible walls.
Here are my project files:
lowrez-example.zip
thank you, to anyone who may look.
The text was updated successfully, but these errors were encountered: