Nope! Works a lot simpler than that. No signals, no overlapping Area2Ds. A knight will find the distance to a footstep, and check if the distance is greater or not greater than the radius in which a footstep can be heard. I have an Area2D on the footstep but its only used to visually store the radius in a way I can play around with in editor. The Area2D has no collision layers or masks it listens to. I expect this calculation is a lot cheaper than 2 overlapping polygons (even if rectangle and circle are faily simple), but I suppose 30 knights * how ever many footsteps you can make in 15 seconds, is just too much for some browsers to handle. Once the Game Jam is over, my GF has pointed out to me it would be a lot better if its not the footsteps the knights will compare to, but just the player character himself (as long as he’s making footprints). Footprints should remain visual only