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hyperPad

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  3. Solidity doesn’t occur while offender is moving via “move”

Solidity doesn’t occur while offender is moving via “move”

Scheduled Pinned Locked Moved Bug Reports
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  • T Offline
    T Offline
    Thecheater887
    wrote on last edited by
    #1

    Both objects are walls, both are solid. Offending object is custom “joystick” controlled, and passes straight through the stasis wall. Object boundary changes from blue to yellow.

    Aidan_FireA 1 Reply Last reply
    0
    • T Thecheater887

      Both objects are walls, both are solid. Offending object is custom “joystick” controlled, and passes straight through the stasis wall. Object boundary changes from blue to yellow.

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #2

      @thecheater887 Not sure if this is a bug, pretty sure only physics joystick controlled objects are supposed to be stopped by walls. But maybe it would be useful on wall objects for the different way it moves.

      T 1 Reply Last reply
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      • Aidan_FireA Aidan_Fire

        @thecheater887 Not sure if this is a bug, pretty sure only physics joystick controlled objects are supposed to be stopped by walls. But maybe it would be useful on wall objects for the different way it moves.

        T Offline
        T Offline
        Thecheater887
        wrote on last edited by Thecheater887
        #3

        @aidan-oxley what’s even the difference between physics and wall other than gravity or air resistance extra calculations? I literally want an object not affected by anything but the joystick.

        Aidan_FireA 1 Reply Last reply
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        • T Thecheater887

          @aidan-oxley what’s even the difference between physics and wall other than gravity or air resistance extra calculations? I literally want an object not affected by anything but the joystick.

          Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by Aidan_Fire
          #4

          @thecheater887 Push the joystick on a physics object or wall object, both of them will move, let go of the joystick on a physics object, it'll keep going until it hits something or air resistance slows it down, let go on a wall object and it'll stop instantly. A wall object will go through walls using joystick controls, but a physics object will run into walls.

          T 1 Reply Last reply
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          • Aidan_FireA Aidan_Fire

            @thecheater887 Push the joystick on a physics object or wall object, both of them will move, let go of the joystick on a physics object, it'll keep going until it hits something or air resistance slows it down, let go on a wall object and it'll stop instantly. A wall object will go through walls using joystick controls, but a physics object will run into walls.

            T Offline
            T Offline
            Thecheater887
            wrote on last edited by
            #5

            @aidan-oxley so make it physics and if stopped touching the joystick set velocity 0? Got it.

            Jack de WildeJ 1 Reply Last reply
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            • T Thecheater887

              @aidan-oxley so make it physics and if stopped touching the joystick set velocity 0? Got it.

              Jack de WildeJ Offline
              Jack de WildeJ Offline
              Jack de Wilde
              wrote on last edited by
              #6

              @thecheater887 if you want it to (almost) not be affected by other physics objects you can set the mass really high.

              1 Reply Last reply
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              • T Offline
                T Offline
                Thecheater887
                wrote on last edited by
                #7

                What about making a physics object not morph into then repel away from a wall object? As there’s no “get passable”.

                Aidan_FireA 1 Reply Last reply
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                • T Thecheater887

                  What about making a physics object not morph into then repel away from a wall object? As there’s no “get passable”.

                  Aidan_FireA Offline
                  Aidan_FireA Offline
                  Aidan_Fire
                  wrote on last edited by
                  #8

                  @thecheater887 I think that's hyperPad's squishy physics.

                  1 Reply Last reply
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                  • MurtazaM Offline
                    MurtazaM Offline
                    Murtaza
                    Admin
                    wrote on last edited by
                    #9

                    Are you using Joystick Controlled on a wall object? If so, then yeah.... that won't work too well. It's not. really a bug, it's just not designed to be used that way.

                    Joystick controlled is an override, where it sort of does a lot of things for you and takes a bunch of assumptions. Like your object being a physics object.

                    As for the difference between wall and physics: https://hyperpad.zendesk.com/hc/en-us/articles/202509515-Physics-Modes

                    Things get a bit weird when two wall objects collide, because well.... they shouldn't be colliding. Your wall objects should typically be stationary. Since, you know... They're a wall.

                    T 1 Reply Last reply
                    0
                    • MurtazaM Murtaza

                      Are you using Joystick Controlled on a wall object? If so, then yeah.... that won't work too well. It's not. really a bug, it's just not designed to be used that way.

                      Joystick controlled is an override, where it sort of does a lot of things for you and takes a bunch of assumptions. Like your object being a physics object.

                      As for the difference between wall and physics: https://hyperpad.zendesk.com/hc/en-us/articles/202509515-Physics-Modes

                      Things get a bit weird when two wall objects collide, because well.... they shouldn't be colliding. Your wall objects should typically be stationary. Since, you know... They're a wall.

                      T Offline
                      T Offline
                      Thecheater887
                      wrote on last edited by
                      #10

                      @murtaza I’m not actually using joystick controlled. Here’s a project showing my issue.

                      http://bit.ly/2N6XeWu

                      Project code is confusing (I code as I think. Can you tell how my brain organizes thoughts?), so I’ll attempt to explain. In the red reticule, there is the offending logic. The way it works is it takes the players touch, checks where the player touched last frame, then checks if it is different enough to change where the character is going. None of that matters for this, but it’s jittery as hell, so, I’m open to suggestions.

                      Anyways, if you look at the set velocity in the reticule object, then at the collisions and properties of the mutant (it doesn’t qualify as a human.. my graphics skill shows!) and the terrain.

                      My intended effect is something like in RTS games (Diablo, Mario Superstar series, Shadowrun series, Sims) where walls are an absolute barrier. Clunk. I don’t want my mutant to phase into the wall, then be repelled out, if possible.

                      I’m certain I’m doing something wrong, but if the morphing isn’t a bug, I’d like to figure out how to work around it.

                      1 Reply Last reply
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                      • T Offline
                        T Offline
                        Thecheater887
                        wrote on last edited by
                        #11

                        Any ideas as to how to stop that gravitational force?

                        1 Reply Last reply
                        0
                        • MurtazaM Offline
                          MurtazaM Offline
                          Murtaza
                          Admin
                          wrote on last edited by
                          #12

                          I haven't had a chance to check the project out yet.

                          But I can't quite understand what you're saying the issue is. In the global properties we have 2 settings, physics refresh rate, and physics iterations. These basically calculate how much physics calculations happen, and determine the "precision". This can remove that "jelly" like feeling. But it does come at a performance cost.

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