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Using Godot 3.4 (stable).
I have two Area2D nodes. Only one has a script (A) to detect the other Area2D (B), both have CollisionShape2D. Everything has a scale of (1, 1)

When "A" visual overlaps "B", no area_entered signal is emitted.

The signal is well emitted when A is way more overlaping B than it should.

The get_overlaping_areas method has the same behaviour when I debugged within a _process method

Is there something I am missing or I didn't find in the documentation ?

Godot version 3.4
in Engine by (167 points)
edited by

1 Answer

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Best answer

This is a common problem when your collision shapes are offset from your object.

Turn on "Visible Collision Shapes" from the Debug menu, and you'll be able to see where your collision shapes are relative to where your visual sprites are.

by (22,191 points)
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