Actors "pushing through" a platform collision?

Ing3nuIng3nu Member Posts: 22
edited November -1 in Working with GS (Mac)
Happy Wednesday!

I am having a collision problem I'm hoping someone can help me out with.
I have a moving platform. I have a whole bunch of squares that spawn on top of the platform.
A collision attribute is set on the squares that causes them to collide with the platform and each other.

However, after a few moments of the platform moving back and forth, the boxes start to slowly pass through the platform (ever so slowly).

Any ideas?

Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    are you using a constrain on the platform? This can be a problem. Try using something other than constrain.
  • RattleheadRattlehead Member Posts: 485
    This sounds similar to an issue that tshirtbooth on his latest project where cannon balls would sometime go right through a rotating platform he had. I tried searching for the original post but couldn't locate it.

    I believe he indicated that Gendai resolved the issue but maybe he could chime in and point you in the direction. Seems like a pretty common issue that we should document in the wiki (along with the 100,000 other common questions we see posted daily - LOL!).
  • Ing3nuIng3nu Member Posts: 22
    @scitunes :D I have constraints all over the place. Right now I have a collision attribute set in the boxes that are resting on top of the platform. but not in the platform itself. if its just one box it seems to be okay, but as they stack up, its almost like they get heavy and push through.

    @rattlehead
    I'll hunt it up, I seem to remember seeing it somewhere.

    Thanks!
  • JackBQuickJackBQuick Member Posts: 524
    I think he added an Accelerate Towards behaviour that contained the same value as the scene gravity to offset it.
  • Ing3nuIng3nu Member Posts: 22
    Hmmm. I will give that a try. Is it possible to turn "moveable" on and off (ie. will it make the physics engine go batsh*t crazy if moveable is being turned on and off repeatedly?)
  • Ing3nuIng3nu Member Posts: 22
    Solved it! (for the nonce anyway).

    I created an invisible actor without collision to handle the movement and set it to moveable. Then I created a visible actor for the platform, turned moveable off and constrained it's x motion to the motion of the invisible "moveable" actor.
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