If I use Group instead of just that type of enemy, would it work?
Edit: Because my game have a lot of different types of enemy so I need all types of enemies to not collide with each other.
So I’ve tried all your suggestions and it kinda works but the condition pick the nearest enemy within the player is kinda bad for the enemies looks like this when played.
I know that this condition is the main reason why this is possible. For it stops the nearest enemy so that others can move to separate them to each other but the problem is that when the nearest enemy stops, others will go above it and it kinda looks ugly because their z-orders are different some goes above and some goes beneath.
I expected it more like this:
Where they didn’t stack at all (depends on the hitbox the enemy have) like in physics games where the blocks never pass through each other but always finds a way to move in a certain position.
Don’t worry everyone wants this solution for their games HAHA
i tried setting the object as impassable but that disables movement perhaps we just need it not to and using costs don’t really work
seems the longer i try search the forum for a solution the more post of people who have encountered the same problem with no good solutions, now i know why gdevelop games are like 90% platformers with linear ai’s
this post might give you some ideas
im going to go look if some extensions may help or maybe some genius will make one :DDD