Find the Collision Point: HOW?
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@Deeeds For the long rectangle: Collided with object → spawn particle object (anywhere) + broadcast two messages, one with x value one with y value of the Collided output.
For the particle object: Receive broadcast messages → move to coordinates given → start particles → destroy object.
I wouldn’t even try to use a custom anchor lol.
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@Aidan-Oxley why use broadcast/receive? Can't you just spawn the particle directly at the point with spawn on area?
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@Jack8680 Yep. Heaps better idea.
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@Aidan-Oxley Is this really the best way to create a particle system at a collision point?
CC @Jack8680
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@Deeeds using spawn on area for a particle object at x and y of the collision points is the simplest to do I think. Converting the collision to an anchor and using the start particles behaviour at that anchor is probably more efficient since there's no spawning involved, but converting the anchors is annoying.
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@Jack8680 spawn a particle object and use destroy object attached to play particles.