Find the Collision Point: HOW?
-
This post is deleted! -
@Deeeds just checked, it looks like output is world units. So you would have to convert for play particle. That sucks.
-
@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.
-
@Deeeds ok...I guess I’m confuse too🤷♂️
-
@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.
-
@Aidan-Oxley why use broadcast/receive? Can't you just spawn the particle directly at the point with spawn on area?
-
@Jack8680 Yep. Heaps better idea.
-
@Aidan-Oxley Is this really the best way to create a particle system at a collision point?
CC @Jack8680
-
@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.
-
@Jack8680 spawn a particle object and use destroy object attached to play particles.