Hello all,
I'm sturggling a little bit how I can implement a lot of collision shapes in the fastest way (and of course in a way which does not affect performance).
I have a 2D Top Down Game. The player character is a own scene with kinematicBody2d and a CollisionShape2d, so nothing special.
But my problem is now: I want to create many different houses (as kind of a level) and in this houses there are a lot of objects, some for interaction, some not (e.g. a grocery store, a bank, a train station whatever).
My initial idea was to use tilemaps but it would be very much effort to add a collision shape in tilemap editor for every single tile (some objects are created from multiple tiles, that means I would have to do this for 100s of single tiles - and to do this is little fun).
I know it from unity where you can add a collision component to the whole tilemap and all tiles are automatically have a collision shape.
The alternative would be to add collisionshapes for each object I want to be blocked/interactive. But this seems somehow wrong (but at least it would save some time, as I only have to add collider for full objects and not for every single tile.
So does anybody have an idea how to do this in fastest and best way?
EDIT: To interact correctly with some of the objects I suppose it is the best idea to create a collider for each one, so it can be easily detected/identified. So it is more about all other stuff, like walls, barrels, boxes etc.
EDIT2: After further research I suppose I have to spend some time on preparing better tilesets with colliders etc. which will help future level creation, or?
Thankful for any tip