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hyperPad

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  3. Find the Collision Point: HOW?

Find the Collision Point: HOW?

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  • D Deeeds

    @iTap-Development sorry, typo.

    iTap DevelopmentI Offline
    iTap DevelopmentI Offline
    iTap Development
    wrote on last edited by
    #17
    This post is deleted!
    iTap DevelopmentI 1 Reply Last reply
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    • iTap DevelopmentI iTap Development

      This post is deleted!

      iTap DevelopmentI Offline
      iTap DevelopmentI Offline
      iTap Development
      wrote on last edited by
      #18

      @Deeeds just checked, it looks like output is world units. So you would have to convert for play particle. That sucks.

      D 1 Reply Last reply
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      • iTap DevelopmentI iTap Development

        @Deeeds just checked, it looks like output is world units. So you would have to convert for play particle. That sucks.

        D Offline
        D Offline
        Deeeds
        wrote on last edited by
        #19

        @iTap-Development I don't understand what you're saying. World Units are the useful ones, I thought. Given that, I can move an object to that point and do something with it.

        Without the edge information and absolute coordinates on that edge (of an object) relative information is of little to no use. That I can think of. Polygon shapes in hyperPad have too many problems anyways... no way to snap lines to angles, etc.

        iTap DevelopmentI Aidan_FireA 2 Replies Last reply
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        • D Deeeds

          @iTap-Development I don't understand what you're saying. World Units are the useful ones, I thought. Given that, I can move an object to that point and do something with it.

          Without the edge information and absolute coordinates on that edge (of an object) relative information is of little to no use. That I can think of. Polygon shapes in hyperPad have too many problems anyways... no way to snap lines to angles, etc.

          iTap DevelopmentI Offline
          iTap DevelopmentI Offline
          iTap Development
          wrote on last edited by
          #20

          @Deeeds ok...I guess I’m confuse too🤷‍♂️

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          • D Deeeds

            @iTap-Development I don't understand what you're saying. World Units are the useful ones, I thought. Given that, I can move an object to that point and do something with it.

            Without the edge information and absolute coordinates on that edge (of an object) relative information is of little to no use. That I can think of. Polygon shapes in hyperPad have too many problems anyways... no way to snap lines to angles, etc.

            Aidan_FireA Offline
            Aidan_FireA Offline
            Aidan_Fire
            wrote on last edited by Aidan_Fire
            #21

            @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.

            Jack de WildeJ 1 Reply Last reply
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            • Aidan_FireA 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.

              Jack de WildeJ Offline
              Jack de WildeJ Offline
              Jack de Wilde
              wrote on last edited by
              #22

              @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
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              • Jack de WildeJ Jack de Wilde

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

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by
                #23

                @Jack8680 Yep. Heaps better idea.

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                • Aidan_FireA Aidan_Fire

                  @Jack8680 Yep. Heaps better idea.

                  D Offline
                  D Offline
                  Deeeds
                  wrote on last edited by
                  #24

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

                  CC @Jack8680

                  Jack de WildeJ 1 Reply Last reply
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                  • D Deeeds

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

                    CC @Jack8680

                    Jack de WildeJ Offline
                    Jack de WildeJ Offline
                    Jack de Wilde
                    wrote on last edited by
                    #25

                    @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
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                    • Jack de WildeJ Jack de Wilde

                      @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 Offline
                      T Offline
                      Thecheater887
                      wrote on last edited by
                      #26

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

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