Operating system or device - Godot version:
Tested on Godot 2.1.1 stable and 2.1.2 stable
_I was confused trying to understand the issue but will try to be clear..._
Issue description:
A monitoring area detects other areas by looking at any mask-layer and layer-mask match, not mask against layer only.
Steps to reproduce:
Make an impossible situation for detection:
area_enter
will be triggered even if does it not have masks.The monitoring area should only look for matching its masks with other monitored layers, not the layers against other's masks.
Link to minimal example project:
AreaEnterLayerBug.zip
_Arrows to move left and right_
@NiclasEriksen yeah, mentioned something on that post before fully understanding this issue, still not sure where the problem is (if just areas or something else on the server), and need to test more collision objects.
Can confirm. Additionally the monitoring one also reports when monitoring is disabled at all (it is sufficient to have monitorable enabled on the other one).
I'm not sure which of the two issues should be closed (and the other repurposed), since it currently looks like it is the same problem to me. WDYT?
I don't think that they are completely the same problem, because the RayCast issue only affects the 3D raycast. I was not able to reproduce #7589 for the Raycast2D node. It just works fine. On the other side this issue here probably affects 3D areas too (didn't test that). So for 2D only this issue matters, for 3D both do.
EDIT: Yes, Areas in 3D suffer from the same problem it seems. The monitoring switch works though (unlike in 2D as I mentioned above)
Area
s, please try https://github.com/godotengine/godot/pull/8999 and tell me if you still get wrong results so I can add a fix for that to it.RayCast
(2D
) issue, I've checked the code and both 2D & 3D check their layer mask against other objects' layer masks. Does this match your observations? I've seen no difference in code between 2D and 3D ray casting.@RandomShaper it could be bad design but sometimes you want to have a set of states that will make areas detectable when they should not interact.
IMHO, monitored
should not be detected by monitoring
if the former layer is not in the latter mask, because that is what monitoring status means and layer/masks are for (I have not tested if space override is affected by layer/mask pairs too).
The "always monitoring" seems to be gone on 2.1.3 already.
I meant bad design decision on the Godot creators' part, not yours...
Or at least there is a lack of documentation that states clearly how the masks and monitoring stuff works. If that was written, everyone could obtain reliable knowledge about how these work instead of having to guess how they intended them to work.
EDIT:
I hope no one gets me wrong on this: Godot creators know a lot about games and have created a great engine and tool. I'm only talking about the conflict between how things work and how people interpret them and that maybe there is a better point of balance between them on this matter.
I hope the Area and other CollisionObject features get more clear before 3, so they can get proper fixes.
Affects master too.
Project for Godot 3:
AreaEnterLayerBugv3.zip
This is still present in 098c7ba. This behavior caused me a lot of trouble while learning how layers and masks are supposed to work. I intuitively expect that an object would live in it's layers, and see stuff in it's mask. While I feel I understand how the current implementation works, I'm not sure as to why it was made that way.
I do not know how the area overlap is made, looks like one check adds both as overlapping without checking the layer-mask situation of the second one.
This overlap solve bug affects the result obtained by get_overlapping_areas
too.
This bug also hurts any simple optimization attempt by a correct layer-mask design (signals get fired when should not).
Tested on Spatial areas and the issue is the same, if this buggy behavior is the intended one then should be documented as an exception to the layer and mask rules or general limitation of the area nodes (the same for kinematic bodies in the related issue).
I don't think this is an issue and it's the correct behavior.
Let's clarify some points:
monitoring
means that the object will actively look for stuff to overlap.monitorable
means that if anything is actively looking for stuff it will announce itself to them.So, Area A which is monitoring (actively looking for stuff) is in layer 1 and Area B which is monitorable (if anyone is looking for it, it will say something) is checking for anything in layer 1. When they overlap Area A says "hey, is there anyone here? I'm in layer 1", Area B thinks "wait, that dude is in layer 1 and I'm looking for stuff in layer 1" so it says "Yeah! I'm here! I was looking for anything in layer 1" and that's why the overlap was announced to everyone.
If, let's say, Area B weren't checking for anything in layer 1 but only checking for stuff in layer 2 then there wouldn't be an overlap because Area B would had thought "this dude is in layer 1 but I'm only checking for stuff in layer 2"
Then masks are useless...
And that should be documented because http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html#collision-layers-and-masks says:
- collision_mask
This describes what layers the body will scan for collisions. If an object isn鈥檛 in one of the mask layers, the body will ignore it. By default, all bodies scan layer 1.
I'll ping @cbscribe @mhilbrunner if this is a docs issue then.
I recently came into this same issue and I have to agree with @eon-s -- If signals get fired off by both parties, when only one of them is supposed to care about a given thing, then it severely limits the utility of layers and masks - let alone how non-intuitive it is for the developer.
Let's even ignore the monitoring/monitorable part of the equation and just focus on the layer + mask part. If an Area A enters another Area B, the only time I want B to react is if A is something it's been told to look for - whether or not A is looking for B. As it stands it just requires additional custom logic to ignore something that seems like should already be ignored by the very nature of the layer/mask system.
Not sure what the behaviour here should be. Also, I'm assuming this is still valid for 3.0/master?
@mhilbrunner yes, still valid for all branches.
@mhilbrunner - while obviously there are some complications with consistency when it comes to PhysicsBodies, for Areas, at least, I feel it would be best if a given Area only raises a signal when an overlapping body/other Area shares a Layer bit with one of the Area's Mask bits. That is to say, if A is on layer 1 and is looking for layer 2, and B is on layer 2 and looking for layer 3, then only A would raise a signal when the two overlap (B's layer is part of A's mask) while B would stay silent (A's layer is not part of B's mask).
Moving to the next milestone as 3.1 is now feature frozen.
While the monitoring/monitored bits add more confusion to the matter I believe that the example of the original issue is valid. I'll also bet that the monitoring/monitored flags are there to "easily" turn on and off monitoring instead of trying to figure out bit ids using set_collision_layer/mask_bit(int,bool). I ran into this trying to figure out an issue that is somewhat related but just wanted to add some extra notes.
To confirm I agree with @MutantOctopus (assumed conclusion) that the monitor bits should probably be removed unless there is a large part of the community that agrees trying to turn specific layer/mask bits is "too hard". I think that the sheer fact that we can set the bit to true/false assumes responsibility of whether it is monitored or monitoring
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Reopening, because this is a bug not a feature proposal.
Most helpful comment
Reopening, because this is a bug not a feature proposal.