I'm trying to do something like that:
if ground_ray1.is_colliding() or ground_ray2.is_colliding():
ground_ray1.add_exception(player)
ground_ray2.add_exception(player)
set_fixed_process(false)
but i don't know how to do it since the KinematicBody2D node representing the player isn't on the same scene. Before this, I've tried to do that:
onready var scn_player = preload("res://scenes/player.tscn")
func _ready():
var player = scn_player.instance()
but didn't worked, i think it's because that would be a generic copy of this scene and not the one running on the game and whose i'm trying to make an exception.
I would either like to know some other useful functions that are related with RayCast2D's collisions, they are really useful.