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collision_override [2017/09/21 12:36] – justin | collision_override [2017/09/21 12:42] (current) – justin | ||
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- | **Collision Override** is a property that can be configured for tiles from the [[Model Properties]] panel. It affects two different aspects of how the player and their character behaves with a particular tile, specifically how the player character will follow the terrain as they walk across it and the boundaries for determining if the tile has been clicked on. | + | **Collision Override** is a property that can be configured for tiles from the [[Model Properties]] panel. It affects two different aspects of how the player and their character behaves/ |
=====Terrain Following===== | =====Terrain Following===== | ||
- | Overriding | + | Overriding the collision for a tile instructs |
- | In the example below, the tile with tall grass on the left does not have a collision override assigned, so the player pops up and down when walking across it. As for the tile with tall grass on the right, a completely flat tile was assigned as its collision override, so the player walks across smoothly. This feature can be used together with the different " | + | In the example below, the tile with tall grass on the left does not have a collision override assigned, so the player pops up and down when walking across it. As for the tile with tall grass on the right, a completely flat tile was assigned as its collision override, so the player walks across |
{{: | {{: | ||
- | =====Mouse | + | =====Mouse |
- | Overriding a tile's collision also affects the boundaries of where the player is able to click in order to walk to that tile. This can be beneficial in cases where a tile's shape potentially makes it difficult to be easily | + | Overriding a tile's collision also affects the boundaries of where the player is able to click in order to walk to that tile. This can be beneficial in cases where a tile's shape potentially makes it difficult to be clicked on with the cursor (for example, a narrow bridge or walkway) and you'd like to provide a larger clickable area. |
As shown in the example below, the wooden board on the left has a fairly small clickable area due to its narrowness. The wooden board on the right has been assigned a collision override of a full 16x16 tile, therefore the player will not have to be as precise when attempting to click on it. | As shown in the example below, the wooden board on the left has a fairly small clickable area due to its narrowness. The wooden board on the right has been assigned a collision override of a full 16x16 tile, therefore the player will not have to be as precise when attempting to click on it. |