So, this example is in the Godot Engine, but other engines porbably have this kind of problem, too:
I have a character with multiple RigidBody2Ds
, that also has a bone skeleton for animation over them. Now, the problem is, that Godot's physics engine handles the transforms of the bodies, so they won't scale properly. If you scale the children (CollisionShape2Ds
and Sprites
) the positions will be off. Is anybody aware of a proper way to work around this? Being able to scale these kind of characters would be awesome.
Thanks for all your answers. Greetings, Footurist