So @JR01 I guess I wasn’t wrong. Do you happen to have a logical reason for why collisions would need to be turned on and completely break my shadows that would normally run at 55 fps?
Ty, I made a very tedious version before and thebrickccentric reminded me that there is almost always an easier way to do things so I came up with the idea of putting the ray casts in the lines instead of the player. This avoids messages and improves performance
Yeah, I just have it like that because it’s slightly less accurate, but in an actual game you would just use a larger sprite because it’s not super noticeable
Here is your one (1) logic reason that an object needs to have some sort of Collision Shape in order for a raycast to hit it: If the object has no shape, what is there that the Raycast can detect?
If it is a Circle, the ray will hit the edge of the circle, If it is a Rectangle, then the ray will hit the edge of the rectangle instead. If there is no shape, the ray will hit…?
Yes, this is true. The limit is to prevent the relatively common case of emitting objects forever without having an expiration set. The limit prevents the game from lagging out & consuming vast amounts of memory when emitting lots of objects.
That being said, the limit is pretty old and could probably be safely raised.
The object casting a ray does not needt to be solid. Objects without any physics shape can cast rays just fine. Probably what is happening is that the rays are missing because the origin of the ray is not where you would expect. Because the object has no physics, the origin is not moving as the sprite undergoes transforms like scaling/rotation.