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Please make sure you talk to the community before creating an issue.
Is your feature request related to a problem? Please describe.
As discussed 28/11/2022
[23:51]Tootle:
I set up an ESCExit as a very large collision shape (rectangle). Based on the navigation polygon, the character could get to the Exit, but not to the centre of the rectangle. If I click on part of the ESC Exit's rectangle, Mark continues to walk to the middle of the rectangle - which fails as it's not within his navigation polygon. So should the character have to reach the centre of the polygon? If not we might want to check that the destination is reachable when activating an ESC Exit and error accordingly.
[18:13]StraToN:This happens when you don't set any ESCLocation as child of ESCExit, right?
[18:14]Tootle: That was my test case
[18:15]StraToN: Yeah... Well then, I guess it's "normal", even though it's quite cumbersome.
[18:16]Tootle: Is it possible to have it go where you clicked within the navigation polygon?
18:19]StraToN: Hm, let me think out loud...
You're clicking on the ESCExit, right?
[18:19]StraToN: Currently I suppose it's treated as a click on ESCItem
[18:20]Tootle: Yes, clicking on the exits collision polygon
[18:20]StraToN: I suppose we could easily consider that:
if that ESCItem is an ESCExit and it doesn't have a child ESCLocation, we make the player go to the inputted click position and run the :exit event on arrival
[18:21]StraToN: But that would go with no control of where the input position actually was
[18:22]StraToN: So gamedev has to ensure that any click on any position doesn't make player walk to a weird position
[18:22]StraToN: Anyway that should be doable, yes definitely
[18:23]StraToN: We could add this for 4.1
Describe the solution you'd like
As above
Describe alternatives you've considered
N/A
Additional context
Add any other context or screenshots about the feature request here.
The text was updated successfully, but these errors were encountered:
Please make sure you talk to the community before creating an issue.
Is your feature request related to a problem? Please describe.
As discussed 28/11/2022
[23:51]Tootle:
I set up an ESCExit as a very large collision shape (rectangle). Based on the navigation polygon, the character could get to the Exit, but not to the centre of the rectangle. If I click on part of the ESC Exit's rectangle, Mark continues to walk to the middle of the rectangle - which fails as it's not within his navigation polygon. So should the character have to reach the centre of the polygon? If not we might want to check that the destination is reachable when activating an ESC Exit and error accordingly.
[18:13]StraToN:This happens when you don't set any ESCLocation as child of ESCExit, right?
[18:14]Tootle: That was my test case
[18:15]StraToN: Yeah... Well then, I guess it's "normal", even though it's quite cumbersome.
[18:16]Tootle: Is it possible to have it go where you clicked within the navigation polygon?
18:19]StraToN: Hm, let me think out loud...
You're clicking on the ESCExit, right?
[18:19]StraToN: Currently I suppose it's treated as a click on ESCItem
[18:20]Tootle: Yes, clicking on the exits collision polygon
[18:20]StraToN: I suppose we could easily consider that:
[18:21]StraToN: But that would go with no control of where the input position actually was
[18:22]StraToN: So gamedev has to ensure that any click on any position doesn't make player walk to a weird position
[18:22]StraToN: Anyway that should be doable, yes definitely
[18:23]StraToN: We could add this for 4.1
Describe the solution you'd like
As above
Describe alternatives you've considered
N/A
Additional context
Add any other context or screenshots about the feature request here.
The text was updated successfully, but these errors were encountered: