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If the Tilemap in question has the ysort property enabled, only the first tile will be set to -1.
As soon as ysort is disabled, set_cellv works as expected.
In fact, the Tilemap does not seem to ever leave the Area2D of the player, even tough it should when moving from tile to tile. So this might be an Area issue too.
Player Code:
func _on_Area2D_body_entered(body):
if "yellow_tile" in body.name:
$Label.text = "is in tile"
yellow_tile = body
var map_point = yellow_tile.world_to_map(global_position + Vector2(16,16)) #-16,-16 = yellowtile position
yellow_tile.set_cellv(map_point, -1, false, true)
yellow_tile.call_deferred("update_dirty_quadrants")
Thanks to user Grandro on Discord who has figured this out!
Steps to reproduce:
Move player on a Tilemap tile.
Godot version: 3.2.1
OS/device including version: Wine64
Issue description:
If the Tilemap in question has the ysort property enabled, only the first tile will be set to -1.
As soon as ysort is disabled, set_cellv works as expected.
In fact, the Tilemap does not seem to ever leave the Area2D of the player, even tough it should when moving from tile to tile. So this might be an Area issue too.
Player Code:
Thanks to user Grandro on Discord who has figured this out!
Steps to reproduce:
Move player on a Tilemap tile.
Minimal reproduction project:
Grid_set_tile_ysort_bug.zip
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