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    Find the Collision Point: HOW?

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    • iTap DevelopmentI
      iTap Development @Deeeds
      last edited by

      This post is deleted!
      iTap DevelopmentI 1 Reply Last reply Reply Quote 0
      • iTap DevelopmentI
        iTap Development @iTap Development
        last edited by

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

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          Deeeds @iTap Development
          last edited by

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

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

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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.

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                  • 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.

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                      • T
                        Thecheater887 @Jack8680
                        last edited by

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

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