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you can use any type as root node. like PhysicsBody3D or whatever. and the script it supposed to extend Entity. then you can still create your prefab to use the internal physics engine |
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Quite new to Godot development in general and stumbled on this addon. I think I like the overall structure, but having a bit of trouble understanding how to make it play nicely with the built-in physics.
Say I'm making a game where the player and enemies can damage each other by colliding - and I'm too lazy to implement collision detection myself. How would I structure the tree? Would the player and enemy scenes each have an Entity as root, then PhysicsBody3Ds that somehow gets called? Or would it make more sense to have the root be PhysicsBodies with Entity "underneath" somehow? Or something completely different?
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