#Help with colliding

13 messages · Page 1 of 1 (latest)

pearl musk
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I'm pretty sure that you wouldn't want to check when a static body has been entered as collision would stop this.
as I usually work in 2d I use areas to check collision, and you can also use this method in 3d (as it seems you're in 3d).
The issue with static bodies is that they push things away, so nothing can enter them, and your signal will never be triggered.
There may be some hack to do this, but I probably would just make an area that's slightly larger than the static body and detect when something enters that.

small wharf
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You also will not get collisions if you're moving with a tween. You need to move with physics

past ravine
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can i get collisions with tween though?

small wharf
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No

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At least, it won't generally work the way you would expect it to

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Collisions are calculated when moving with physics

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A tween is basically just teleporting the object

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Now, other objects might still be able to collide with an object being moved by tween. But the object being moved by tween won't collide with other objects when it moves

past ravine
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so then can i move my object in similar way? sounds like a stupid question, but i need to move only for X amount of time 😄

past ravine
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i dont really need colliding, more thinking of hit detection or something

solemn chasm
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try Area and Physic Body ... I have 200 Areas, all working fine ... 😀 with Sound ...

past ravine
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not with tween