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Thread: Messed up collision box after scaling physics object at runtime

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Messed up collision box after scaling physics object at runtime

    Hey, does anybody know if its possible somehow to scale the collision box of a physics object at runtime in fusion? Whenever i try to scale a physics object in the game the collision box is totally messed up afterwards!?

    Is this possible?

  2. #2
    Clicker Fusion 2.5 DeveloperiOS Export ModuleInstall Creator Pro
    Julian82's Avatar
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    I think you need to remove the object from the physical world and add it again after scaling, then it should update the collision mask to the new scale.

  3. #3
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Thanks Julian, i will test it out.
    I read on the internet also its not such a good idea to scale collision boxes anyway, especially in box2d, it gives all kind off problems, what i ended up doing i just scale a sprite and use a seperate collision box for it.

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