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    Find the Collision Point: HOW?

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    • Aidan_FireA
      Aidan_Fire @Deeeds
      last edited by Aidan_Fire

      @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.

      Jack8680J 1 Reply Last reply Reply Quote 0
      • Jack8680J
        Jack8680 @Aidan_Fire
        last edited by

        @Aidan-Oxley why use broadcast/receive? Can't you just spawn the particle directly at the point with spawn on area?

        Aidan_FireA 1 Reply Last reply Reply Quote 0
        • Aidan_FireA
          Aidan_Fire @Jack8680
          last edited by

          @Jack8680 Yep. Heaps better idea.

          D 1 Reply Last reply Reply Quote 0
          • D
            Deeeds @Aidan_Fire
            last edited by

            @Aidan-Oxley Is this really the best way to create a particle system at a collision point?

            CC @Jack8680

            Jack8680J 1 Reply Last reply Reply Quote 0
            • Jack8680J
              Jack8680 @Deeeds
              last edited by

              @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.

              T 1 Reply Last reply Reply Quote 1
              • T
                Thecheater887 @Jack8680
                last edited by

                @Jack8680 spawn a particle object and use destroy object attached to play particles.

                1 Reply Last reply Reply Quote 0
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