What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsoninspect_gdscript.pyledge_grab_2d.gdrun_tests.gdtest_package.pytests/test_ledge_grab_2d.gdverification/native.json
How it works
- Class
- BaltorLedgeGrab2D, extends Node
- Methods
- detect(chest_hit: bool, head_hit: bool, falling: bool) -> bool; probe_ledge(space: PhysicsDirectSpaceState2D, origin: Vector2, facing: float, exclude: Array[RID] = [], mask: int = 1) -> Dictionary; try_grab(corner: Vector2, facing: float, falling: bool) -> bool; climb() -> bool; drop() -> bool; advance(delta: float) -> Vector2; get_state() -> State; get_hang_position() -> Vector2; and 1 more
- Signals
- grabbed, climbed, dropped
- Exports
- hang_offset, climb_offset, climb_time, regrab_cooldown, chest_height, head_height, reach
- Placement
- res://baltor/godot_components/ledge_grab_2d/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_readme_usage_compiles
Limits to consider
Axis-aligned ledges; the corner uses the chest hit x and the top surface y. The owner moves the body to the returned positions and disables its own gravity while hanging or climbing. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.