What’s your question here? What are you trying to do? What are the node types of bras, collision_main and mainrespectively?
njamster | 2020-08-05 21:41
All right so i, i create a rig
bras = Arm Bone
collision_main = collision2d of a the hand
main = hand polygone
I want to move my hand collision with my hand polygone.
AllanOnAir | 2020-08-05 22:08
How does your scene tree look like? If the CollisionShape2D is a child-node of the Polygon2D, then moving the latter should also move the former - no code required!
njamster | 2020-08-06 10:50
Yes, but Collision2d can’t be child of 2d polygone
You can add a RemoteTransform2D-node as a child of the Polygon2D and set the CollisionShape2D that you want to move as its “Remote Path” in the editor. This way the CollisionShape2D can remain a child of the Player’s KinematicBody2D, but will be moved and rotated along with the hand polygon.
The collision does’nt move
AllanOnAir | 2020-08-08 22:33
Then you might want to provide an example project. It certainly works for me. And with the amount of detail you provided there’s nothing more I can do for you.
How have you determined that it doesn’t work? In the only in-game-screenshot you’ve provided, one cannot even see the CollisionShapes. Make sure to toggle Debug > Visible Collision Shapes before running the game! Are they in the right place? Do they move with the hand? Which parts are working and which are not?
njamster | 2020-08-09 19:30
Everything is working but the collision is not moving as you ca see in the gameplay screenshot where i’m supoosed to fall but my collision support me.
AllanOnAir | 2020-08-09 19:36
Look: If I could see that from the screenshot I wouldn’t have asked. In general: it’s not possible to see if something is falling or not by looking at just one screenshot…
This is a waste of my time, sorry. I told you what I know.