Custom Collision Weirdness With PhysicsEditor
Braydon_SFX
Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
Hey everyone,
I finally upgraded to PhysicsEditor this week - I was using the free software before. While the paid application is nice to use, I'm experiencing some odd issues when I import the data into GameSalad. I never had this issue with the free software.
I've recorded a brief 2 minute video explaining the issue. Maybe others have had this issue and I just missed the comment? Any thoughts or suggestions on how to fix this?
As always, much appreciated!
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Comments
Try increasing the number of vertexes
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Maybe it has something to do with me trying to get 10,000 posts before the end of the year ?
Maybe ?
I'll try that out - thanks!
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...You're a bad man...
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Thankz you for your reply, I hope you work out the problem, etc.
(88 to go)
Didn't work. Went from 18 vertexes to 45. Still producing the same result.
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What happens if you trim the transparent space?
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Maybe try 45 vertexes ?
Don't make me ban you for spamming.
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That seems to have helped a lot! Now, my objects are behaving oddly inside Creator. Uploading vid now...
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Here we go.
You'll notice that the objects act weirdly. The acceleration is set to 270 (relative to scene).
It's like they wobble when you wouldn't expect them too. Odd....
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Try using scene gravity. I noticed something similar to what your seeing in some of my tests using acceleration.
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Scene gravity doesn't seem to change the result. Good idea, though.
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Agreed, spamming should not be tolerated.
The wobble is presumably because the density of the block on top is greater than the penguin. But honestly it's going to be near impossible to troubleshoot these without demo files to play with
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Honestly all these made me laugh out loud
Thank you for the feedback.
Yes there is an option to adjust for the transparency edges. I noticed you had that at zero.
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Sorry for the late reply to this. Been busy with other things and am now coming back to custom collisions.
I'm still finding that the collision works to a degree, but that the top of actors still register collisions when it shouldn't. I've attached a demo project (which I was going to release to show a workaround on how to register touch on custom collisions) that is exactly what the video shows.
Collisions work as intended except for the top of the actors. Odd. Any ideas?
@Armelline @BlackCloakGS
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If I import a new collision shape made from the images in that project there is no issue with the collisions. Perhaps a video showing your process using PE? Try the attached collision shape.
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@Armelline - great. I assume it is something I'm doing in the editor. I'll get a video up shortly!
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@Armelline - Here's the video.
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Your version is using two polygons one with 6 vertices and then a second with 4 vertices. Using Physics Body Editor I get one polygon with 6 vertices as you would expect.
I had a similar issue a few weeks ago. I had a U shaped actor with custom collision. I had another actor that was a ball and it needed to go inside the U actor and collide if it touched inside the U actor. I had the U actor rotate 90 degrees every time I touched it. If the ball was not on scene, I could touch anywhere inside the U and just outside where the transparency was. This would cause the U to rotate. Once the ball came on scene, the custom collision kicked in and only touching the actual U would cause it to rotate.
I will make a video and show.
Not sure what you mean. When using PBE it works fine, but I haven't had PE work yet. Can you explain?
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Looking in the xml for the actor I can see that PhysicsEditor has created two polygons.
And you think that's causing the issue?
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Here is the issue I was speaking of. Not sure if working as intended or not.
Physics editor imports can only have one poly. Physics Body Editor can have two or more.
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http://help.gamesalad.com/gamesalad-cookbook/7-using-pro-features/custom-collision-shapes-2/ referred to at the end of documentation under pro's and cons. They list it as "holes" that cannot be used, but what that really means is a multi part shape or in PE terms multi-polygonal.
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