No, it means you will have to insert the On ForEach loop for Object condition at the top of one event, hold down the control key, and drag it onto the top condition of every other event or OR splitter.![]()

No, it means you will have to insert the On ForEach loop for Object condition at the top of one event, hold down the control key, and drag it onto the top condition of every other event or OR splitter.![]()
Working as fast as I can on Fusion 3
What object should this loop be for?? The detector? And should it start in the "Start of Frame", and then be related to every event the detector is in by adding "On Loop "Boxfall" for "Box Detector" ?

Always: Start ForEach Loop "Box Detectors" for object Box Detector
Working as fast as I can on Fusion 3
That just made it worse for some reason.. Now nothing works, they are not pushable and they have no gravity..
That does not make sense.. not even to me. I have it like you said, Always start foreach loop bla bla, and I added "On Foreach Loop "Box Detector" in every pushbox related event.. But its like its not starting.. :s

Hmm, I don't know then. Maybe we will have to wait for DavidN. He's on vacation atm
Working as fast as I can on Fusion 3
Ah, shoot! Well I just learned about the Fixed Vaule. Maybe its some hidden values in David's game that arent showed in the image he made in prevous page. Ill go through the events and see if all makes sense.

Fixed value can be retrieved as an expression here:
![]()
Working as fast as I can on Fusion 3
I removed everything that had something to do with Fixed Value, and ended up with just Detector is overlapping Box = Set at xxx position from Box.. And this worked. Why would David add those Fixed Value events?
I made a few changes in all this. I want the boxes to be able to stand upon each other aswell. By doing this, I first made an object I called "Detector Holder" which I placed so it went from the box and a few pixels higher. Then I added a detector at this detector holder so it did not touch the box. When a box landed upon this detector, this detector counted like a ground so it would stand on it and not just fall through.
So now I wonder, is it an easy way, if I push the bellow box, that the upper box will follow it? So it dont get stuck in the air until its not overlapping the detector anymore and then falls down?

You should think about using Box2D before things get too complex like this.
Anyway, you would have to run a loop and check for boxes above the one that is being pushed, and push those boxes too. I'll make a quick example that ONLY demonstrates this concept.
Working as fast as I can on Fusion 3