About the invincible specifications

The current invincibility is designed such that attacks are still registered as hitting, but HP does not decrease.

From the term “invincibility,” one might expect the behavior to be that attacks are not registered as hitting during the invincibility period (hit collision is turned OFF and re-enabled after the invincibility duration ends). Is the current behavior as intended?

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Actually, this so-called “invincibility” is more akin to “damage immunity”.

From a logical standpoint, if you can hit me but I don’t lose health, that essentially means I’ve turned on invincibility. (Though in actual development, there may be minor adjustments to the details.)

If you can’t hit me at all, as you mentioned, there’s no hitbox detection.

In terms of visual logic, this isn’t called invincibility; it’s closer to “invisibility” or being a “transparent entity”.

Let me give you an example to illustrate the problem:

Suppose you create a bullet, and when the bullet hits an enemy, it disappears.

If your “invincibility” lacks any hitbox detection, the bullet will simply pass through the enemy without triggering any response.

This kind of invincibility prevents any form of micro-management and feels quite bizarre. I consider it a non-reversible design choice.

Of course, damage immunity also has issues. For instance, even though I hit you, the game doesn’t automatically calculate health loss. However, since the attack hitbox remains active, it can cause other conflicts in development. You can “patch” this by disabling the attack hitbox, making it a “reversible” solution.

This is the expected behavior.
As serbow pointed out.

For those who don’t want to collide during invincibility, there is an option to set “Disable Collisions” in the invincibility section of BaseSettings. Using this will disable the specified collisions during invincibility, preventing any collisions.

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