Why don't my physics objects touch the floor?

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  • Hi Everyone.

    I hope you can help, I have a physics objects which don't touch the ground and I can't for the life of me fix it.
    Below is what I mean.

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    I have pressed the G to make the ground collision correct but nothing seem to fix it.

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  • [MENTION=13969]rosse119[/MENTION]: physical objects in Fusion don’t have pixel perfect collision (unless you use just non-rotated rectangles). This becomes especially visible on low resolution games. A workaround would be to set the collision shape to “shape of fist image” and use an “appear” animation frame with a collision shape slightly smaller than your actual displayed object. When the object is created on frame start or elsewhere, Fusion will auto-display the appear animation first and drag the physical collision shape from there. Your objects will then overlap the ground a bit but it looks way better than floating around XD

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  • [MENTION=13969]rosse119[/MENTION]: physical objects in Fusion don’t have pixel perfect collision (unless you use just non-rotated rectangles). This becomes especially visible on low resolution games. A workaround would be to set the collision shape to “shape of fist image” and use an “appear” animation frame with a collision shape slightly smaller than your actual displayed object. When the object is created on frame start or elsewhere, Fusion will auto-display the appear animation first and drag the physical collision shape from there. Your objects will then overlap the ground a bit but it looks way better than floating around XD

    Hi Julian thanks for the help here.
    Do you mean handle the object collisions with a square active for example?

  • le rosse119, if I run into issues I simply adjust le center point

    Example a static object of 32 by 32 you have to set the Y hotspot to -1
    so that's 32 / 2 - 17
    need a math formula that will always give you this result, the percentage of this calculation based on a 32x32 picture or other sizes.
    I dono what it is but someone smart with le math can figure out that hahaha.
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    Hotspot Y

    32 = -1

    64 = 15

    128 = 47

    256 = x

    there is your math homework for you find x lol
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    or you can simply adjust it until they line up hahaa XD

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  • Made an example to illustrate the "shrinking mask" concept. Actually, the native collision in my example worked really well, no gaps here. But I know your problem from the game I'm making (also low-resolution objects).

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