Custom grid size for objects in collision editor.
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- Dominant language
- C++
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- Merged PRs (30d)
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Description
Hey, I am facing issues with creating/positioning collider for custom objects that differ in size from the map tile size. As the collision editor uses the same fine grid settings it leads to very unprecise grid settings and for none square objects I even get different step size. Holding "alt" to release from grid makes it more difficult to stick to formats. and resetting the gridsize in the settings all the time is a little bit uncomfortable. I wonder if it would be possible to have a custom grid setting for the collision editor that can be changed directly in the view. Another way i guess would maybe be to implement fine grid pixel wise. so that it is independent from tile size. if i am not mistaken most programs like gimp, pshop, inscape etc also do it that way. Altough for Tiled i get the idea why it is like it is and for fixed tile sizes it absolutely makes sense.
Another thing one might consider is saving the sizes and positions relative to the tile size. This makes creation of colliders for scaled objects more intuitive and i think it might even come in handy with the new templates and reusing collsion defs with different objects.
Just some thoughts on workflow with this.
greetz
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names only the collision editor and does not identify files or tests. Start by locating the collision editor entry point and how it currently uses fine-grid settings, then clarify whether a view-level grid, pixel-based grid, or relative collider sizing is wanted. Done should include an agreed workflow and focused validation for custom-sized and non-square objects.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100