Custom Collision Weirdness With PhysicsEditor

Braydon_SFXBraydon_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

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Try increasing the number of vertexes

  • SocksSocks London, UK.Member Posts: 12,822

    Maybe it has something to do with me trying to get 10,000 posts before the end of the year ?

    Maybe ?

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @Lost_Oasis_Games said:
    Try increasing the number of vertexes

    I'll try that out - thanks!

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @Socks said:
    Maybe it has something to do with me trying to get 10,000 posts before the end of the year ?

    Maybe ?

    ...You're a bad man... ;)

  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2015

    @Braydon_SFX said:

    @Socks said:
    Maybe it has something to do with me trying to get 10,000 posts before the end of the year ?

    Maybe ?

    ...You're a bad man... ;)

    Thankz you for your reply, I hope you work out the problem, etc.

    :)

    (88 to go)

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @Lost_Oasis_Games said:
    Try increasing the number of vertexes

    Didn't work. Went from 18 vertexes to 45. Still producing the same result.

  • ArmellineArmelline Member, PRO Posts: 5,418

    @Braydon_SFX said:

    @Lost_Oasis_Games said:
    Try increasing the number of vertexes

    Didn't work. Went from 18 vertexes to 45. Still producing the same result.

    What happens if you trim the transparent space?

  • SocksSocks London, UK.Member Posts: 12,822

    @Braydon_SFX said:

    @Lost_Oasis_Games said:
    Try increasing the number of vertexes

    Didn't work. Went from 18 vertexes to 45. Still producing the same result.

    Maybe try 45 vertexes ?

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @Socks said:

    @Braydon_SFX said:

    @Lost_Oasis_Games said:
    Try increasing the number of vertexes

    Didn't work. Went from 18 vertexes to 45. Still producing the same result.

    Maybe try 45 vertexes ?

    Don't make me ban you for spamming. ;) o:)

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @Armelline said:

    @Braydon_SFX said:

    @Lost_Oasis_Games said:
    Try increasing the number of vertexes

    Didn't work. Went from 18 vertexes to 45. Still producing the same result.

    What happens if you trim the transparent space?

    That seems to have helped a lot! Now, my objects are behaving oddly inside Creator. Uploading vid now...

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    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....

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    @Braydon_SFX said:
    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....

    Try using scene gravity. I noticed something similar to what your seeing in some of my tests using acceleration.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @AlchimiaStudios said:

    @Braydon_SFX said:
    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....

    Try using scene gravity. I noticed something similar to what your seeing in some of my tests using acceleration.

    Scene gravity doesn't seem to change the result. Good idea, though.

  • SocksSocks London, UK.Member Posts: 12,822

    @Braydon_SFX said:
    Don't make me ban you for spamming. ;) o:)

    Agreed, spamming should not be tolerated.

  • ArmellineArmelline Member, PRO Posts: 5,418

    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 :D

  • zweg25zweg25 Member Posts: 738

    @Socks said:

    @Braydon_SFX said:
    Don't make me ban you for spamming. ;) o:)

    Agreed, spamming should not be tolerated.

    Honestly all these made me laugh out loud

  • SocksSocks London, UK.Member Posts: 12,822

    @zweg25 said:
    Honestly all these made me laugh out loud

    Thank you for the feedback.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Yes there is an option to adjust for the transparency edges. I noticed you had that at zero.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    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

  • ArmellineArmelline Member, PRO Posts: 5,418

    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.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @Armelline - great. I assume it is something I'm doing in the editor. I'll get a video up shortly!

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @Armelline - Here's the video.

  • tmanntmann Member Posts: 278

    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.

  • crestwoodgamescrestwoodgames Member Posts: 191

    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.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @tmann said:
    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.

    Not sure what you mean. When using PBE it works fine, but I haven't had PE work yet. Can you explain?

  • tmanntmann Member Posts: 278
    edited December 2015

    Looking in the xml for the actor I can see that PhysicsEditor has created two polygons.

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    @tmann said:
    Looking in the xml for the actor I can see that PhysicsEditor has created two polygons.

    And you think that's causing the issue?

  • crestwoodgamescrestwoodgames Member Posts: 191

    Here is the issue I was speaking of. Not sure if working as intended or not.

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    @Braydon_SFX said:

    @tmann said:
    Looking in the xml for the actor I can see that PhysicsEditor has created two polygons.

    And you think that's causing the issue?

    Physics editor imports can only have one poly. Physics Body Editor can have two or more.

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    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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