"Use TakenDamageSettings color for hit feedback — how to keep lighting (no parent material)?"

"Hello everyone,
I’m trying to implement visual hit feedback (such as a white flash) using the color change feature of the TakenDamageSettings node, but I’m facing an issue.

Currently, I have disabled ‘Use Parent Material’ on the Sprite2D. This allows me to apply a custom material so the sprite responds to the scene’s lighting (e.g., Light2D). However, as a result, the color change/filter effect from TakenDamageSettings no longer applies…

How can I make both work simultaneously: having the sprite react to lighting AND display the TakenDamageSettings color change on hit? Any advice would be greatly appreciated!"

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"Hi everyone,
I’m trying to implement visual hit feedback (like a white flash) using the color change feature of the TakenDamageSettings node. However, I’ve run into an issue.

Right now, I disabled ‘Use Parent Material’ on my Sprite2D. This lets me apply a custom material so the sprite responds to the scene’s lighting (e.g., Light2D). But after doing this, the color change/filter effect from TakenDamageSettings stops working…

How can I make both work together: having the sprite react to lighting AND showing the TakenDamageSettings color change on hit? Any advice would be amazing—thanks!"

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How can I use the color change feature in the TakenDamageSettings node to create hit feedback?

I have disabled the ‘Inherit Parent Material’ option on the Sprite2D node to allow it to respond to lighting effects.

Is there a way to make both the lighting effects and the TakenDamageSettings color change work at the same time?

The answer is that you cannot have both effects simultaneously. However, you can try switching the value of “Use Parent Material” at the appropriate time (such as on the animation track of AnimationPlayer) to meet different needs.