Collision Detection Glitch With Constrained Objects
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I have a simple game where balls fall on a paddle, the paddle's center is constrained via two constrain attributes (Constrain X and Y to some global variables) and the collision detection does not function properly. If I were to set rotation to "Fixed" the balls will fall on top of the paddle and slowly pass through it. But if I were to turn off the constrain properties by deselecting movable the balls fall on top of the paddle just fine and stay there all happy in collision perfection.
I can get correct collision with a movable object by not constraining the X, Y properties of my paddle but then my paddle flies off screen when the balls hit it.
My question is how do I fix the physics issue with collision detection messing up on continuously updated properties, or how can I get the same effect of constraining the center of my paddle without using the constrain attribute behavior?
I can get correct collision with a movable object by not constraining the X, Y properties of my paddle but then my paddle flies off screen when the balls hit it.
My question is how do I fix the physics issue with collision detection messing up on continuously updated properties, or how can I get the same effect of constraining the center of my paddle without using the constrain attribute behavior?
Comments
Whenever my paddle gets hit by a ball it will VERY SLIGHTLY move downwards, which I assume is because the transition matrix is calculated before the velocity matrix is nullified by the constriction rules giving the unwanted effect of calculating initial transferred velocity of the balls hitting the paddle.
Even if I change the density of the paddle to some arbitrarily high number it still moves downward upon collision of the balls
Is there an effective way of reducing this subtle caveat also?
In GS Constrains override Collisions so if you have a constrain anywhere that affects ether actor that conflicts with the collision it will over ride it. Also you can try playing with the densities. Why are you constraining in stead of non-movable?
The ball has no rules, other than gravity.
I understand that GS overrides collisions if you use constraints but I want to know how to not care about that and get good collision detection regardless
* SOLUTION *
If you constrict both the Velocity AND Position attribute you can confine an object to a location AND fix any passthrough collision detection glitches! Who would have knew?
Bonus points if someone can explain why this is in the first place
cheers