Currently, I have a scene called "MovingArea2D". Its root is an Area2D and there is nothing else in this scene. It has a script attached to the root node and the script extends Area2D. All it does it run some basic code which calculates the velocity it's being moved at.
Now, I have a collision query which is strictly flagged for Area2Ds, but for some reason it does not register any collisions when I try instancing my scene and using it in place of regular Area2Ds.
Though, when I instance my scene, and then click "discard instancing" the collisions start working. I have a feeling this is not expected behavior in the system(a bug if I may call it), but if it is expected, I'd like to know how to achieve what I'm trying to do which is basically creating a unique Area2D derived node that I can reuse (rather than just always attaching a script).
The Collision query I'm making looks like this:
_space_state = get_world_2d().get_direct_space_state()
_query = Physics2DShapeQueryParameters.new()
_query.set_shape( shape_ed.get_shape() ) # provided param
_query.set_transform( futureT ) #provided param
self.collisions = _space_state.intersect_shape(_query, max_results)
And again, everything works unless the Area2D is instanced.