Closed
Description
Godot version
4.1.x
System information
Windows 11
Issue description
When a Tilemap node is attached as a child node of PathFollower2D node, with collision_animatable
on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node with progress
changed; while the tiles run as usual if collision_animatable
is false.
This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project
P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with collision_animatable
on.
Steps to reproduce
In the minimal reproduction project:
- Make the
collision_animatable
of Tilemap and run the project, and you can see the tilemap moves as usual - Then tick on the property and run the game again, in which you can see the tilemap stuck at (0, 0) permanently.
Activity