0 votes

I have a simple occluder polygon on a test tile in my tilemap to see how a light2d affects it. The resulting shadow is way offset from the tile itself, and I can't figure out what setting is causing this issue. The tilemaps (I have several layers) all place in the correct position when drawing the map, but not the light occluders for some reason.

I've circled the tile that has the square occluder on it - you can see the offset is pretty extreme.

Odd shadow placement from tilemap with occlusion:

A bit more info: all of the tilemaps (which are grouped under a node2d for organization) show the same offset when a light occluder is added to a tile. Also, in case it isn't clear, there is a shadow built in to the tile image. The problem is the big black shadow several tiles below it :)

in Engine by (78 points)
edited by

1 Answer

0 votes

I figured this out. I had a texture offset for each tile which I needed to replicate to the occluder offset for each tile.

by (78 points)
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