Merge Move and slide into Move with a 'Collide with solids' toggle
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -103,15 +103,16 @@ and `collider` (the own one). `Is touching(a, b)` answers the same question on d
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object stands for its collider children, a collider for itself. The geometry lives in
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`src/core/properties/collider.ts` so editor and runtime agree on it.
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**Blocking** is opt-in per movement: the `Move and slide` node (same inputs as `Move`) moves
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an object one axis at a time and, after each axis, pushes its *solid* colliders back to just
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touch any solid collider they ran into – so the other axis still moves and the object slides
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along walls. Its `blocked x` / `blocked y` outputs tell which axes hit. A collider with
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**Blocking** is opt-in per movement: the `Move` node has a **Collide with solids** setting
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(default off). When enabled it moves an object one axis at a time and, after each axis, pushes
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its *solid* colliders back to just touch any solid collider they ran into – so the other axis
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still moves and the object slides along walls. Its `blocked x` / `blocked y` outputs tell which
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axes hit (always `false` with the setting off). A collider with
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**Trigger (no blocking)** enabled (`isTrigger`, drawn amber instead of green) still produces
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collision events but never blocks. Pairs that already overlapped before the step are left
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alone, so an object that starts inside a wall can leave it and stacked objects never jolt apart.
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Colliders of the moving object and of anything parented under it travel with it and cannot
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block it. Plain `Move` / `Set position` ignore colliders entirely.
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block it. `Move` without the setting and `Set position` ignore colliders entirely.
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## Stack
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