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have their origin at the correct position (fixed in commit 839110b)
but they don"t have the proper shape
It's because Tiled does not handle objects for isometric maps the way it does for orthogonal / hexagonal maps.
On isometric maps, objects are "projected" on the isometric plane: we need to do the same when spawning colliders.
Example in Tiled:
What it does under Bevy / bevy_ecs_tiled:
One possible fix would be to change the shape and convert all vertexes coordinates using the utils::from_isometric_coords_to_bevy function.
Like, for instance, if we have a rectangle, spawn a polyline instead and update its vertexes.
The text was updated successfully, but these errors were encountered:
adrien-bon
changed the title
Physics colliders do not work properly for isometric (diamong) maps
Physics colliders do not work properly for isometric (diamond) maps
Sep 8, 2024
Giving each brick a collider would cause the game to be very laggy, so I created a collider that encompassed the entire map, but the game actually gave me the rectangle
When using an isometric maps, physics colliders :
It's because Tiled does not handle objects for isometric maps the way it does for orthogonal / hexagonal maps.
On isometric maps, objects are "projected" on the isometric plane: we need to do the same when spawning colliders.
Example in Tiled:
What it does under Bevy /
bevy_ecs_tiled
:One possible fix would be to change the shape and convert all vertexes coordinates using the
utils::from_isometric_coords_to_bevy
function.Like, for instance, if we have a rectangle, spawn a polyline instead and update its vertexes.
The text was updated successfully, but these errors were encountered: