I have instances of this area2d object that spawns and is added to a group dynamically. when they collide I want them to say their name and the group they are in. right now they report their name but not their group and I can’t figure out why, when they instantiate they report the group they are in so it looks like they’re in their group but when they collide the group is missing.
var type_groups = [ “pluto”, “moon”, “mercury”, “mars”, “venus”, “earth”, “neptune”, “uranus”, “saturn”, “jupiter”, “sun” ]
func set_type(t): type = t
# Adjust for paths or hierarchy
var shape = get_node_or_null("CollisionShape2D")
if shape:
shape.scale = Vector2(type_sizes[t] * 5.5, type_sizes[t] * 5.5)
var detect = get_node_or_null("Area2D/CollisionDetection")
if detect:
detect.scale = Vector2(type_sizes[t] * 5.7, type_sizes[t] * 5.7)
detect.add_to_group(type_groups[t])
print("added to group: ", type_groups[t])
var sprite = get_node_or_null("Sprite2D")
if sprite:
sprite.scale = Vector2(type_sizes[t] * 1, type_sizes[t] * 1)
sprite.texture = type_textures[t]
func _on_area_2d_area_entered(area): print("Collision detected by: ", get_name(), " | group: ", area.get_groups()) set_contact_monitor(true)
You can use
str()
to print the array of groups as-is, or use other functions to parse the data from the array. Also,prints()
is the right function to use for comma-separated print values.Godot docs for str()
Godot Docs for prints()
Possible quick-and-dirty fix:
This might help too:
If there’s problems with collison detection make sure both areas have the same layer/mask. Remember the docs are your friend.