diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index c69afec74348..c40cab8b20f3 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -327,7 +327,7 @@ The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s). - If [code]true[/code], collision shapes are shown in the editor and at run-time. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for collision shapes to be visible at run-time. + If [code]true[/code], collision shapes are visible in the editor. Doesn't affect collision shapes visibility at runtime. To show collision shapes at runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu instead. The assigned [TileSet]. diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index 0fd0224a52e6..08761a11fe97 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -328,10 +328,17 @@ void TileMap::update_dirty_quadrants() { Color debug_collision_color; Color debug_navigation_color; - bool debug_shapes = show_collision && (Engine::get_singleton()->is_editor_hint() || (st && st->is_debugging_collisions_hint())); + bool debug_shapes = false; + if (st) { + if (Engine::get_singleton()->is_editor_hint()) { + debug_shapes = show_collision; + } else { + debug_shapes = st->is_debugging_collisions_hint(); + } - if (debug_shapes) { - debug_collision_color = st->get_debug_collisions_color(); + if (debug_shapes) { + debug_collision_color = st->get_debug_collisions_color(); + } } bool debug_navigation = st && st->is_debugging_navigation_hint();