@Jakerb said:
@TwistedTwigleg
Yes. I am using the Tileset property within the TileMap inspector to edit the collisions, I'm also using the 'New Single Tile' option to select the individual tiles and then add collisions.
On that specific staircase tile, I can delete the collision box that I drew and then redraw it. I get the same result as the image I posted here.
Hmm, strange. It sounds like it isn't saving the modifications to the tile. Does the tile have a collision shape setup in the Tileset property outside of the New single tile
option? If so, maybe they are conflicting with each other?
To be honest, I haven't really used the TileMap node too much, so I'm not totally sure what to test or what might be the issue. :sweat_smile:
I'm very new to Godot, my project is a mess. The issue is probably the ass backward things I'm doing to sort of get things working without understanding the core concepts of Godot. My code is indeed a long series of if else statements.
Nothing wrong with that, that's how we learn!
I do not think it's a code issue, unless you are modifying or changing the TileMap through code, in which then maybe? But I think the issue is somewhere the data either isn't being overridden or isn't being saved, and that's causing it not to take the changes into account.