I have instances of this area2d object that spawns and is added to a group dynamically. when they collide I want them to say their name and the group they are in. right now they report their name but not their group and I can’t figure out why, when they instantiate they report the group they are in so it looks like they’re in their group but when they collide the group is missing.

var type_groups = [ “pluto”, “moon”, “mercury”, “mars”, “venus”, “earth”, “neptune”, “uranus”, “saturn”, “jupiter”, “sun” ]

func set_type(t): type = t

# Adjust for paths or hierarchy
var shape = get_node_or_null("CollisionShape2D")
if shape:
	shape.scale = Vector2(type_sizes[t] * 5.5, type_sizes[t] * 5.5)
	
var detect = get_node_or_null("Area2D/CollisionDetection")
if detect:
	detect.scale = Vector2(type_sizes[t] * 5.7, type_sizes[t] * 5.7)
	detect.add_to_group(type_groups[t])
	print("added to group: ", type_groups[t])
	
var sprite = get_node_or_null("Sprite2D")
if sprite:
	sprite.scale = Vector2(type_sizes[t] * 1, type_sizes[t] * 1)
	sprite.texture = type_textures[t]

func _on_area_2d_area_entered(area): print("Collision detected by: ", get_name(), " | group: ", area.get_groups()) set_contact_monitor(true)

  • BilliamBoberts@lemmy.worldOP
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    10 days ago

    sorry, I tried to upload the project but it just hangs. You may be right though. how would I make it print the group that the area2d is a member of? or how can I confirm the area2d is a member of a group?

    • RobotZap10000@feddit.nl
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      9 days ago

      You can use for ... in ... to iterate over an array, like so:
      for group in area.get_group(): print(group)