I'm using a scene to create a tile-set, which I create by using the "covert to -> tileset" function.
It's easy to create a "blocking" collision, by simply adding a StaticBody2D
to a sprite.
But that collision is blocking. The player (which is a KinematicBody2D
, cannot pass through it).
I'm looking for a way to to an "area" collision.
I thought I could use an Area2D
instead, but that doesn't work. It doesn't get exported to the tile-set resource file and, indeed, the collision shape doesn't show when you run with "Visible Collision Shapes".
How Can I have tiles that have an area that can detect if the player entered them?