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I have a problem when i rotate a solid-block, My player get stuck on the ground once the block is rotate either 90 or 180, but works fine on 270 and 0.
The block is 32x32 and the view hot spot i set on 16x16
Check if the block has "Use Fine Detection" on. It might be that some stray or transparent pixel is catching the player while rotating. Turning off Use Fine Detection will make sure Fusion is only looking for the edges of the graphic, and not attempting to calculate pixel-perfect precision.
Found something. If you set the counter to the player's Y position, you'll notice that when you rotate the blocks, he drops down a pixel. This means he's falling when the blocks rotate and thus overlapping the blocks. A simple solution would be to change the player collision detector's Always Y-Position command to something more specific, like when it's not overlapping a Group.PhysicalObject, then consolidate the X-Position command into the Always command up above and save yourself a conditional.
I imagine it won't help that your blocks are 32x32 - if you want to rotate an object around its center, its dimensions need to be odd numbers. The center of a 32,32 block is 15.5,15.5 (remember that the first pixel is 0,0, not 1,1), so if you put the hotspot at 16,16, it will shift by 1 pixel vertically and horizontally as it rotates.
dsilvers, if i change that, the problem will still be there right?
MuddyMole, i tried a 33x33 block. Same problem,
Same problem occurred on horizontal value aswell but only on angle 270 and when you walk right not left. (If jump while pressing right key on a wall of blocks, the player bumps his head on something)
Is is because of my physic i made for the player?
I been doing a whole game on this physics and never have i had a problem with it till now. And it's only when i'm trying to rotate the angle of a solid block. Weird..
This doesn't directly answer your question with a reason, but baking different directions in the animation seems to solve the issue without too much struggle, don't know if this is applicable for your needs: Please login to see this link.
from past testing, I seem to recall "angles" happened to be quirky with collisions, at times, might be that..
another option would be to Always raycast down from where you would like the player to be able to step up on things, if your ohysics doesnt already do that. That way tge raycast can push your player up as the ground changes beneath him.
Not sure if CTF does this but i used it successfully in a game app i developed on a different platform.