Colliding
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@Deeeds the problem is that his replicator isn’t triggering a collide with the objects it has spawned? Correct?
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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.
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@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.”
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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? -
@iTap-Development Yes.
I use no physics objects, all passive walls.
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@Thecheater887 ah! I think the problem is that they are walls. Walls can’t collide with walls.
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@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.
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@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? -
@iTap-Development That’s the thing, my custom rotation is using a move behavior.
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@Thecheater887 physics can collide with walls though, just not wall with wall.
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@iTap-Development That’s garbage. Physics object have movement lag, so that project went to hell too, then.
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@Thecheater887 maybe you could make your spawner/replicator a physics object that is passable, with 0 gravity or anything else physics related?
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@iTap-Development 750+ physics objects with timers? You sure?
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@Thecheater887 you have 750 replicators?
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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.
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@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. -
@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.
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@Thecheater887 but you can’t get the function of a physics object that way🙁
How complex are your physics bodies? My iPad can spawn some 4,000 physics without lag if they are just squares. -
@iTap-Development Simple custom collisions, some circles. Enlarged 8-bits, and empty objects, all circles or squares.
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@Thecheater887 Can you please just provide a link?