What you describe is more or less AutoTile system
Look what i did here
Order of events + which object is called where is crucial
FOR EXAMPLE
If i change for each event to check red it won’t work
And using that trick you would need to have 2 objects
ONE will be object that stay on floor let’s call it tracks
Where 2nd object is there just as some kind of indicator and let’s call it that
So imagine you put indicator object above track object
You check like i did if any tracks object is next to indicator object
Depending on how many objects are there you pass some variable for example scene variable to yourself
Like for each tracks next to indicator object you add 1 to scene var
NOW you create tracks object in place of indicator object and depending on scene var you change animation of tracks object to whatever
Where you need to prepare animations for all possible combo
Straight shape of tracks L shape T shape and cross shape where for line L and T shape you need to have it for every possible rotation
Last step is delete indicator object
And rest is setting up in events what should happen if something moves or collides with tracks depending on its animation
It will be a bit of work and maybe it is too much for what you want to achieve so maybe let’s wait for someone to come up with more simple solution
