Comments (5)
To clarify, part of the issue is that changing disabled
to false or true triggers the signals? For the body that was disabled? Or also for the body that didn't change? I'm testing the MRP but the description in the issue is a bit unclear
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To clarify, part of the issue is that changing
disabled
to false or true triggers the signals?
afaik yes
For the body that was disabled? Or also for the body that didn't change?
Pardon, I didn't get what you meant "didn't change"... maybe referring to the body whose CollisionShape2D
didn't get its shape
or disabled
modified?
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My bad, the description was quite poor so it was hard to determine what you meant, tested the MRP and the part about the shape being changed is something I'd say is not necessarily a bug, something to discuss
The disabling and enabling part is harder to decide on, but I think it's still something that's not clear cut
The body does technically exit and then enter as the methods aren't called immediately, so there's still time between, though it still happens if you enable one and then disable the other
If you enable one and then wait more and then disable the other it does not occur, so this is based on the temporary state as things update, I'm not sure this is a bug or not
So this isn't entirely a simple question
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Update: It does not happen at all if the change occurs during a physics frame, try this:
await get_tree().create_timer(2).timeout
await get_tree().physics_frame
collision_shape_2d.shape = ISSUE_1_2
So this is probably related to changing physics stuff outside of a physics frame, which might not be supported
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Update: It does not happen at all if the change occurs during a physics frame, try this:
await get_tree().create_timer(2).timeout await get_tree().physics_frame collision_shape_2d.shape = ISSUE_1_2So this is probably related to changing physics stuff outside of a physics frame, which might not be supported
Yes, the physics frame did solve the problem of changing the shape
, but didn't solve the problem of switching disable
between two CollisionShape2D
s or among more of the latter
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