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    • Aidan_FireA
      Aidan_Fire @Thecheater887
      last edited by

      @Thecheater887 Ah, didn’t think of that.

      1 Reply Last reply Reply Quote 0
      • iTap DevelopmentI
        iTap Development @Deeeds
        last edited by

        @Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.

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

          @iTap-Development Cheater has questions... the one above.

          How do you solve THIS problem?

          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
          • iTap DevelopmentI
            iTap Development @Deeeds
            last edited by

            @Deeeds the problem is that his replicator isn’t triggering a collide with the objects it has spawned? Correct?

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            • Aidan_FireA
              Aidan_Fire
              last edited by

              I think maybe cheater should just give a link to their project (or a duplicate of it with lots of stuff missing if afraid of people stealing the game), so someone can figure out for sure why the collided isn’t triggering.

              iTap DevelopmentI 1 Reply Last reply Reply Quote 0
              • iTap DevelopmentI
                iTap Development @Aidan_Fire
                last edited by

                @Aidan-Oxley could it have to do with him moving/rotating on a duration of 0? Since those aren’t physics behaviors?

                “The empty object uses custom rotation and standard movement on a 0 duration.”

                1 Reply Last reply Reply Quote 0
                • iTap DevelopmentI
                  iTap Development
                  last edited by

                  Eh, nope. Just tested.
                  @Thecheater887 I’m assuming the object you are spawning has a tag, and that tag is selected for the collide behavior?

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                  • T
                    Thecheater887 @iTap Development
                    last edited by

                    @iTap-Development Yes.

                    I use no physics objects, all passive walls.

                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                    • iTap DevelopmentI
                      iTap Development @Thecheater887
                      last edited by

                      @Thecheater887 ah! I think the problem is that they are walls. Walls can’t collide with walls.

                      T 1 Reply Last reply Reply Quote 0
                      • T
                        Thecheater887 @iTap Development
                        last edited by

                        @iTap-Development Since when!? Last I checked, the only difference between walls and physics are that walls have 0 for gravity bounce air resistance etc.

                        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                        • iTap DevelopmentI
                          iTap Development @Thecheater887
                          last edited by

                          @Thecheater887 walls are stationary, so they shouldn’t be colliding in the first place(with the exception of move behaviors). I could be wrong, but I think I’ve seen this in the help pages before.
                          @Murtaza @Hamed is this right?

                          T 1 Reply Last reply Reply Quote 0
                          • T
                            Thecheater887 @iTap Development
                            last edited by

                            @iTap-Development That’s the thing, my custom rotation is using a move behavior.

                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                            • iTap DevelopmentI
                              iTap Development @Thecheater887
                              last edited by iTap Development

                              @Thecheater887 physics can collide with walls though, just not wall with wall.

                              T 1 Reply Last reply Reply Quote 0
                              • T
                                Thecheater887 @iTap Development
                                last edited by

                                @iTap-Development That’s garbage. Physics object have movement lag, so that project went to hell too, then.

                                iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                • iTap DevelopmentI
                                  iTap Development @Thecheater887
                                  last edited by iTap Development

                                  @Thecheater887 maybe you could make your spawner/replicator a physics object that is passable, with 0 gravity or anything else physics related?

                                  T 1 Reply Last reply Reply Quote 0
                                  • T
                                    Thecheater887 @iTap Development
                                    last edited by

                                    @iTap-Development 750+ physics objects with timers? You sure?

                                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                    • iTap DevelopmentI
                                      iTap Development @Thecheater887
                                      last edited by

                                      @Thecheater887 you have 750 replicators?

                                      T 1 Reply Last reply Reply Quote 0
                                      • T
                                        Thecheater887 @iTap Development
                                        last edited by Thecheater887

                                        @iTap-Development No.

                                        All the spawned objects have multiple conditions to destroy. One is exiting the play area, one is if they collide with another object, one is after a certain amount of time.

                                        A good amount of these objects also rely on stopped colliding and timers to verify the state of objects around them, or to spawn even more objects.

                                        Also, I just checked. I have a passable wall empty object named “PlayArea”. Stopped colliding works ace with that destroying replicated objects, but my enemies don’t seme to want to mind when their shield is broken, also passable walls with stopped colliding.

                                        The play area is pretty small, but I estimate I will have about 1000 small, painless effects objects, 35 large, complex enemies, and 60 or so small or simple enemies all going at once worst case scenario.

                                        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                        • iTap DevelopmentI
                                          iTap Development @Thecheater887
                                          last edited by

                                          @Thecheater887 oh I see, you spawned objects need to collide too.
                                          Well if having a wall object with no gravity ect was your goal, then just use physics and set the gravity ect to 0.
                                          But if you need the function of a physics object, using a physics object is really the best way.

                                          T 1 Reply Last reply Reply Quote 0
                                          • T
                                            Thecheater887 @iTap Development
                                            last edited by Thecheater887

                                            @iTap-Development I need the CPU efficiency of walls is the issue.

                                            Having a septillion physics objects doesn’t work well at all. Any more than 50 and my game has a meltdown.

                                            My iPad, too.

                                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
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