#Custom entity collider

1 messages · Page 1 of 1 (latest)

blazing tartan
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I made Jumppads that can be angled into a certain axis and needed a proper collider for them, so I took matter into my own hands and hijacked Minecraft's code to handle more than one box collider per entity.

candid folio
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You were the user Who had the problem about the hitbox?

blazing tartan
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yes

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it's still a bit broken, sometimes the collision doesn't register for some reason. but getting there 🙏

candid folio
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You have made a greate advancement huh

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Its cool

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Congrats

grim wharf
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I have been trying to do something like this for a while then I gave up and work on a compromise

blazing tartan
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maybe i'll turn this bit here into its own api or coremod

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it would be just a matter of a custom entity implementing an interface that has something like List<VoxelShape> getColliders()

carmine moat
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Just collision, or also hitboxes?
I would love that! The way DragonParts are handled currently is pain to re-implement.

dark spire
blazing tartan
burnt horizon
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now rotate it around y axis

sly tusk
# carmine moat Just collision, or also hitboxes? I would love that! The way DragonParts are han...

Never bothered to actually post about it, but this is what I got from trying to implement something close enough. I use it for my Useless Reptile mod and so far works fine (at least in terms of crashes)
https://github.com/NordAct/Primitive-Multipart-Entities

GitHub

Small library for basic multipart entities making for Fabric - NordAct/Primitive-Multipart-Entities

carmine moat