How do I change collision shape of an object?:O
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How do I change collision shape of an object?:O
This is one of the most frequently asked (and answered >:))
questions on these pages.
(and adds again to the growing request: collision mask on Fusion3, please <3)
You basically have 3 choices:
1-external collider object (think of a shadow): move this object and attach over your player animations
2-pre/post collision switching animation (won't go in detail for it needs some advanced tweaking)
3-coordinate box collision (test for x/y position of overlapping objects) - only work with actives
For simple projects without too many actives, I would go for 1
Thanks the first one worked
What we need is a massive thread full of just compiled info like this. Assign a mod or team member to take info from forums (maybe they can take PMs and such too, if other users want to help). The sad fact is that not everyone is going to use the search function, so it would save everyone some trouble to set a standard for "common" knowledge and have it pinned.
And that the search function is buggy sometimes, meaning even those who do use it sometimes don't find what they are looking for, and that some things like "3D" are too short for the forums to allow you to search for them. ;)Quote:
The sad fact is that not everyone is going to use the search function
This is also true.
Some common Wiki's joining spread knowledge would be cool.
I saw a Fusion Wiki being worked on by community members:
https://clickwiki.net/wiki/Main_Page
I guess it could be the right place for this to happen?
I also guess they would need some additional forces to collect/review/cover such a wide range of material,
and present in a refined and polite way as they are doing.
Hope this thing to continue growing.
Also, an updated "Tech Manual" like the one collected by Marvin,
maybe split in basic/medium/pro sections,
would be a great read for newcomers... and not only them!
Dengarde,
I really wrote that paragraph badly XD
I was meaning the same as you are doing (I guess):
-creating external "shadow" and giving it movements
-attaching actual player to the "shadow" object (like on always >> set position at 0,0 from player)
But I think the opposite could be tested...
on shadow colliding --- stop player
never tried!
(Sorry for the mess!)
Ah, yeah that is what I'm doing. I made an invisible object for collisions, and attached the player graphic to that while the player moves the collision object.
I'm gonna try doing it the other way though, because this way (At least how *I* have it set-up, there might be an easier way), I have to add three extra events for directions, walking animations, ect.
Not entirely sure how well it would work if you're like me and have multiple player actives, say multiple characters or something
Yes, same way here!
You could also work with an alterable value stating current animation/direction etc.
but nevertheless this would require extra events.
Another nice solution is leaving the same movement and controlling player applied to both objects.
This would eliminate the need for the "transfer things to player" extra coding.
The player would be anyway placed above the shadow regardless of its movement.
I guess the "extra processing bulk" would be negligible.
I saw this applied in a game made by Emerson, never thought about that before!
As for multiple characters,
I was using this system (1) in a huge project with an average of ten to thirty objects attached to "shadows" at the same time,
worked OK (even on multiplayer)
required to pay some maniacal attention to attach the correct shadow to the correct instance though...
But when I came to know about other solutions,
the 3rd really did the trick in my setup allowing for a huge code reduction!
I already had actives instead of backdrop obstacles, though.
OR... if you're just doing basic rectangular collisions, you could tick "Use Fine Detection" and not attach anything or change your animations :) But that only takes you so far.