Set Contact Monitor Instead?

Instead of using a transition variable to detect when we are in the crash sequence, I set the contact monitor on the player to false instead:

call_deferred("set_contact_monitor", false)

This of course prevents the signals from being generated in the first place when making contact with other bodies, thus negating the need for conditional checks. Is there any reason why this shouldn’t be done? Or is this a viable alternative solution?

Good thinking! As far as I can tell, you should be fine to do it this way, especially since the player instance is discarded and re-instantiated instead of being reused (and therefore you don’t need code to turn the contact monitor back on). If it works, it works!

Awesome, thank you for the affirmation!

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