Guards have 2 detection areas:
- A cone or semicircle (in yellow below) that points to the walk direction
- A circle around (in red below) for instant detection
In some cases, like above, the "detection area scale" (which affects the cone of light) is set to the minimum. Which is 0.1 in the editor slider. My understanding is that it is done this way so the circle around takes precedence, and only because the light can't be deactivated. Visually, this leads to guards that have a little triangle of light illuminating them instead of the ground (also seen in the screenshot of #2248). The quickest solution could be to just hide or disable the Light2D when the scale is 0.1.
The other exported properties for detection could be revisited as well: "Player instantly detected on sight" is for the cone of light. And it should be the same as setting zero to the "Time to detect player" property, except this was has a minimum of 0.1 in the editor slider. Or maybe this was on purpose?
Guards have 2 detection areas:
In some cases, like above, the "detection area scale" (which affects the cone of light) is set to the minimum. Which is 0.1 in the editor slider. My understanding is that it is done this way so the circle around takes precedence, and only because the light can't be deactivated. Visually, this leads to guards that have a little triangle of light illuminating them instead of the ground (also seen in the screenshot of #2248). The quickest solution could be to just hide or disable the Light2D when the scale is 0.1.
The other exported properties for detection could be revisited as well: "Player instantly detected on sight" is for the cone of light. And it should be the same as setting zero to the "Time to detect player" property, except this was has a minimum of 0.1 in the editor slider. Or maybe this was on purpose?