Awesome, glad to hear it! I use it pretty often in my own game, which should be out for play testing in a couple of weeks. The main way I use it is for collision setups.
@@michaeljburtYeah, I had trouble with collision. I'm looking forward to see where your game development journey takes you. Beaver's Tale looks interesting.
Wouldn't be hard, just need some more code in SceneInit.gd. when I finish my current game I have a backlog of little things like this to add! Good idea.
@@michaeljburt +1 for this! Also a flag for priority since that'd make up the entire collision tab. Been looking to try find something with this feature for the last while and yet to find anything. A text field with comma seperators then convert to a 32bit binary bitmask for the layers.
@@SeanKR oh you should definitely check out some of my latest videos. I have implemented this. A text file that allows you to change *any* object properties for a Godot object with a text file. The format for collisions would be : collision_layer = 1|4 This would set the body to be on layer 1 and 4 You can do the same for collision_mask
@@michaeljburt finally :D can't thank you enough for this implementation! I'll be sure to get the blender plugin later today! One question, does the text implementation sofar only work with layer and mask? Or could i put in the property path to anything like priority or contact_monitor = true(if rigidbody) for example and that will handle that also?