Making physics objects stop/hit the "floor" at certain Y cordinates?

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  • I am making a sort of isometric view shooter and I am using physics for making the shell casings when shooting fly out and land on the ground. As I have it now I just set an Y value at random and when the casing has reaching this Y position I destroy it and paste it into the background. This works fine but there is no bounce of the casing or anything which I would optimally want and that looks really nice.

    I wonder if there is a way to do this where I can somehow make the casing bounce as it reaches its Y value as it actually hit the floor so I can let it bounce for a while and then paste it in when it has stopped?

    Since the game is in an isometric view from above the "floor" where it should hit it and bounce is different for each casing.

    Do anyone know how to do this?

    I have attached an example to better show what I mean. By pressing the right mouse button you see what I have currently and by pressing the left button the casing lands and bounces on the static floor (the effect I want but with a "dynamic" position of the "floor"

  • I've seen a top view explosion example with debris many years ago. I couldn't find it again, but I think the debris had the behavior you are looking for.

    I made this example just to show a possible direction. It could be better.

    Thanks for the example, but I am looking for something like this but with the physics object. It seems really hard or impossible to simulate a bounce effect that looks as good as or at least nearly as good as with the physics object. I wish it was possible to trigger a "collision" bounce like this though with the "floor" with the physics object.

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  • I've never used physics objects before, but I played around a little with your example and it seemed like the bounce only works with the green collision condition? Even turning it into an "is overlapping" condition stops the bounce from working.

    If that's true, then perhaps you need to give each casing its own little floor object. When you create a casing, you also create a little floor object at the correct height. And you 'marry' the casing and the floor by storing the fixed value of one into an AltVal of the other. Then you check that these match when you perform the collision test, so that casings will only bounce on their own floors. And when you eventually paste the casing into the background you also destroy its matching floor object. For sure this will be more expensive, but might be worth a try.

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  • I've never used physics objects before, but I played around a little with your example and it seemed like the bounce only works with the green collision condition? Even turning it into an "is overlapping" condition stops the bounce from working.

    If that's true, then perhaps you need to give each casing its own little floor object. When you create a casing, you also create a little floor object at the correct height. And you 'marry' the casing and the floor by storing the fixed value of one into an AltVal of the other. Then you check that these match when you perform the collision test, so that casings will only bounce on their own floors. And when you eventually paste the casing into the background you also destroy its matching floor object. For sure this will be more expensive, but might be worth a try.

    Ah yes this might actually work and would be worth trying out

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