When you have no idea how to make a footsteps system at first in Godot, since you don't have/can't find the tagging function such as in Unity, but it's k, since you can just create a raycast pointing at the floor and get the name of the 'model' node by doing RAYCASTNAME.get_collider().get_parent().get_name() and use the first 4 letters of the node as a way to discriminate floor types for footsteps. I have a feeling this is nasty as hell, but hey it works for now #GodotEngine #NightTimeCreativity
@Uxilo you could add the nodes to groups and check if it's in a group instead of the name prefix.
@vnen Much appreciated, already thought it was damn nasty, but couldn't find a quick way for this initially. Will look into it once I get some sleep.
@vnen @Uxilo Yeah I think this is nearest to tags you can get in Godot. I actually use Groups like that sometimes. But in more complex scenarios I tend to prefer usage of 'predefined' sub-nodes that can also hold some simple logic (answer questions usually :))
@Uxilo better would be if you could create 'data holder' node with simple code like
`export (int, "wood", "metal", "rock") var type`
and save is as a scene called "FloorType" or something like that. Then add it as a subnode to every floor scene and choose proper type in inspector. Later in the rest of the code just check with
```
if(has_node("FloorType")):
get_node("FloorType").type
```
Or something like that. I think you get the idea :)
@kubecz3k I get the idea, but luckily at the moment the thing which I'm using works out enough and I'm quite happy with it. Thanks for the suggestion c: