Search found 4 matches
- Sun Aug 13, 2023 11:07 pm
- Forum: Request Help
- Topic: Detecting differents zones performance wise
- Replies: 7
- Views: 6789
Re: Detecting differents zones performance wise
Or instead of adding an invisible texture as Owen Lloyd suggested, maybe there is a way to make the player scene know where it is from the tilemap ? And then it detects if it is on the dark gray tile or light gray tile .
- Wed Aug 09, 2023 3:32 am
- Forum: Request Help
- Topic: Detecting differents zones performance wise
- Replies: 7
- Views: 6789
Re: Detecting differents zones performance wise
Thanks for your suggestion ! So If I understand your solution about multiple it's like putting the junctions only at predefined positions as if I was using a tilemap for these transitions, which would allow to check it less often. I like these ideas but I may try to implement them later because I wo...
- Mon Aug 07, 2023 6:01 pm
- Forum: Request Help
- Topic: Detecting differents zones performance wise
- Replies: 7
- Views: 6789
Re: Detecting differents zones performance wise
Dark gray area is inside and light gray area is outside (picture), and I could add some outside area anywhere in the level. I was wondering if putting a big collisionPolygon2D , which would cover all the inside area only to detect where the player is, isn't a bit overkill though it would be easier. ...
- Sun Aug 06, 2023 11:17 pm
- Forum: Request Help
- Topic: Detecting differents zones performance wise
- Replies: 7
- Views: 6789
Detecting differents zones performance wise
Hi guys, I want to set two type of zones ( inside/ outside) where light behaviour and others thing will change depending on which zone it is. does setting several collisionpolygon2D (at least 1 for each area) for detecting that in the whole level is ok performance wise ? Or does disabling monitoring...