Colliding
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@Aidan-Oxley That’s fine fire making sure of not double spawning, but I need to know when it returns, too.
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@iTap-Development I asked you questions, at the time, and made it clear I wasn't understanding your shorthand. You didn't explain, nor answer my questions. When I asked you to provide any form of justification for your approach being better than mine, you went weird. All up, I left the subject thinking you don't really know much about it. Nor can you explain or educate others on what you're doing to replace referencing.
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@Thecheater887 Ah, didn’t think of that.
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@Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.
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@iTap-Development Cheater has questions... the one above.
How do you solve THIS problem?
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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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