Okay... so this nearly drove me crazy. The walls of the levels are made with tilemaps. I have, for example, a bullet that is of type Area2D and when that bullet registers a collision with the wall/tilemap, it deletes itself. Simple. I used exactly the same way to detect a collision with a probe object that would tell the Dragon if there is something in the way or not. Basically, the dragon randomly chooses a set of coordinates to jump to and spawns a probe object at those coordinates. If the object collides with something, it sends a signal to the Dragon and suicides, then the Dragon tries again. If no signal is received, the Dragon goes ahead and jumps. However, whatever I did, the probe would not register any collisions with the tilemap. How can it be that if you do something, it works, but if you do it again, it doesn't? I checked the settings, they were the same. Collision mask, code, everything. What eventually made it work was to tell the tileset to handle collisions as if i...