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We don't expose mapping textures to specific collision masks/layers as shapes in Godot can't have different collision masks/layers between faces, and an arbitrary amount of entities might have to be created per brush. That said, there are a number of ways to implement this that are really up to your own preference. The simplest is likely having different entity classes with their definitions placing them with different collision layers or masks. For example, You could also expose a choice or flag property, read it in The benefits of reading properties can include some common handling between different Godot script classes. An example of this I've used to achieve was a shared |
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In my game I have a clear separation of clips that are applicable ONLY to players, ONLY to NPCs or to both at the same time, something simular to what Source does with Player Clip, Npc Clip and Clip. I was wondering how I should set this up, since func_godot only seems to be supporting only one clip type.
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