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The body_shape_entered signal doesn't detect Areas, only Bodies (Kinematic, Rigid, or Static). In general Bodies can't detect Areas. However, Areas can detect Bodies. So you can use the body_shape_entered signal on the Bomb Node. Then you can check the type of body collided with, and call a method on the Mob. On Bomb.gd after connecting the signal: var Mob = ...


2

Unity will call your OnTriggerEnter or OnCollisionEnter callback only if it is a member of your type, not a local method buried in another function. It looks like you might want to use a physics query here instead, like Physics.OverlapBox. This lets you check for overlapping physics objects in a particular volume of space on demand, using layers or trigger ...


1

For the invincibility frame I’m not quite sure what you mean, but I would recommend watching this video: https://youtu.be/Cx_i4Uei_ME As it helped me with something sort of similar As for the knockback variable do you mean the player takes knock back from enemy damage? Or do you meant the player gives knock back to an enemy? Also is it 2d or 3D because the ...


1

LineRenderer is not your friend here. While you can somehow make it work (you would need to dynamically create and update the colliders by code), that is not something you want to do. (As reference https://answers.unity.com/questions/470943/collider-for-line-renderer.html) If you want to use your laser to kill something, it is just a bunch of stretched shiny ...


1

Exactly because that kind of problems we have two coordinate system, one is the view coordinate system (the isometric one) that you uses to draw and the other is the world coordinate system where you do the mapping (a regular Cartesian plane). Collisions should be handled in the world coordinate system. You also need to write 2 functions to translate ...


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I will assume this question is about 3D SAT which I find has alot less resources than 2D.. I have been struggling with this for the past week. I have face contacts down but not Edge cases. When you are testing your various axes keep track of which has the minimum overlap, that is your contact normal and penetration depth. Contact points are where it gets ...


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