Interpolation and collisions

So I understand that interpolation can mess with collisions, but Ive seen games made with gamesalad do this, and I cant seem to figure it out. If I have an actor moving with interpolation, and another actor collides with it, they seem to stick together. Like if I was to make a moving bumper in pinball with interpolate, the ball sticks to it instead of bouncing off.. What causes this and is there a fix?

Comments

  • BazookaTimeBazookaTime Member Posts: 1,274
    I was really hoping someone would know the answer to this.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    if your interpolating actor is set to non-moveable it really screws with the physics. technically since its non movable there are no physics but at the same time there is still a collision so GS kinda freaks out a little when that collision happens.
  • mELTINGsKYsTUDIOSmELTINGsKYsTUDIOS Member Posts: 158
    if your interpolating actor is set to non-moveable it really screws with the physics. technically since its non movable there are no physics but at the same time there is still a collision so GS kinda freaks out a little when that collision happens.
    Hmmm, Ill have to check that out. Im not sure if I have it on or off. But thanks for the info!
  • LumpAppsLumpApps Member Posts: 2,881
    Interpolation can't be stopped and that can be a problem in other occasions. My workaround is to have a custom attribute for the duration with the nedded duration value and have that changed to 0.01 on collision.
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