I followed the steps to the letter, but for whatever reason, Godot seems set on remembering some old version of my CollisionPolygon2D that I had, before I realized everything was way too small and narrow. Copying my new polygon shape, somehow gives me the old polygon shape, when I paste it in my Polygon2D node. This is baffling me.
With the polygon2d selected can you have a look at the transform properties, scale , and check that it’s not scaled .
as the points seem to match up on the y axis just not on the x.
You seem to be right. But that is weird isn’t it? Or does that happen often?
Not that I’ve seen of heard personally. But could just be a bug.
Did resetting scale sort it? Or is it still misbehaving?
It did help, but I can’t help to find that weird. I have by the way rewritten all the scripts in c# because I am much more familiar with that. Took a little researching, but I am happy that I did.
There’s a decent blog post on their site that has alot of good info on the current state of the C# implementation, that looks to get updated
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