In my Scene I have a Node2D. I then Instanced the Player and Area2D nodes. The Area2D has a signal pointing to itself that prints test when run.

Here is the Code For the Area2D. Nothing happens when an object enters the Area2D.

extends Area2D

# Declare member variables here. Examples:
# var a = 2
# var b = "text"

# Called when the node enters the scene tree for the first time.
func _ready():
    pass # Replace with function body.

# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
#   pass

func _on_Area2D_area_entered(area):

Level Scene
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Area 2D
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Google Drive Link to Project: https://drive.google.com/drive/folders/1OG3BBqKJzC3Je_r5eQdqiFUp7PzzBmt1?usp=sharing


1 Answer 1


The question isn't entirely clear on what you want to trigger the signal, but I assume you want it to fire when the player enters the area. The docs for area_entered say:

Emitted when another area enters.

The player is a PhysicsBody, not an Area. Use body_entered instead:

Emitted when a physics body enters.

The body argument can either be a PhysicsBody2D or a TileMap instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).


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