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(1 edit)

Each fly should have a Raycast to check tilemap collison, so you can prevent them from going further. Regarding spawning below floor, you could place the spawner game objects placed in the sky and activate/deactivate them when they enter/leave the camera. At least I'd do something like that in Unity, but Godot should have something like that too

I haven't done a lot with raycasting. I'll look into that. I do handle collisions with the tilemap via the CharacterBody2D obviously, is it the same with the raycast? Like it would give me a collision that I would then be able to work with and get tile positions from, etc...? As for the spawners, they are in the air, and they have a radius for spawning. I should likely have used that same raycasting to identify if an aniticipated spawn location was a valid location before spawning the fly. Other than that, the spawners only spawn fliws if the player is within a certain radius, which, in hindsight, I probably should have just made if they were in-camera. I appreciate the feedback and advise!

I'ts better to use Raycast, because it you use  the collider of the rigidbody, it may be too late then collision is detected. Raycasts are longer and you can make them detect specific layers.