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Thread: Physics pass through object when changing type of movement and back to physics

  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)
    MPnetbox's Avatar
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    Physics pass through object when changing type of movement and back to physics

    Hi there,

    While creating my game i noticed something that i believe its a bug. I looked a lot on this forum and on the bug tracker to see if someone already posted something like this but to be honest i don't even know what to look for, so instead i'll just create this new thread and if it's not a know bug i'll post on bug tracker.

    My issue is the following:
    I have an active object (lets call this, PLAYER) with 2 types of movement... (movement #0 - physics static) and (movement #1 - normal static)

    If i change the type of movement to normal static, then create another object (normal or physics), when i change the PLAYER back to physics movement and collide with any active obstacle i'll just pass right through. All the new objects created after that work just fine while the old ones we still pass through.

    You can see a video and download an example mfa to see what i mean.
    The second video shows that all objects created after changing the player back to physics static work correctly while older ones do not.

    Video:
    https://www.dropbox.com/s/8ugsvfkhyp...csBug.avi?dl=0
    https://www.dropbox.com/s/kgnl18sfky...sBug2.avi?dl=0

    MFA:
    https://www.dropbox.com/s/z9wl6ld1ql...ntBug.mfa?dl=0

    Is this a common issues already discussed? If so, i apologize.

    Best regards
    Marco Pereira

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    ptiseigneur's Avatar
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    Hello MPnetbox,

    I looked at your file and I made changes.

    added lines 7/8/9
    made change lines 15/19

    https://www.dropbox.com/s/bogkajy8ch...ntFix.mfa?dl=0

    this is what you seek to do?

  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)
    MPnetbox's Avatar
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    Thank you for your time ptiseigneur, your fix is very helpfull. It helped me solve my problem

    One thing that i noticed is that if i left the "add objects to physics world" like you did, when i changed my movement back to physics, the player behaves a little different... it glues a lot more and when falling from a high place on top of the green boxes sometimes they rotate or move strangely.
    But when i removed the "add object to physics world", when i change back the movement it looks more natural. The only difference is that when creating boxes over the player when in static mode it won't bounce, but for me its not really a problem because i'm not creating physics objects on runtime, just normal sprites that shows that is on pause mode and some other dialogs wich require the player to stop.

    Well... long story short, for me the real fix was stopping both the red and green boxes when they collide with each other, instead of just stopping the red box... wich is a little strange because it works perfectly with just stopping the red box until i changed the movement to static, created any kind of active and changed back to the original physics movement.

    Once again, thank your for this.

    Still wondering if this is really a bug or not.... for me it feels like it is but maybe i just overlook the fact that i must really do a "stop" on both objects when they collide. Can anyone else provide some more technical info on this?

    Anyway... here's the before and after your help

    Before:
    https://www.dropbox.com/s/gx67embcke...e_fix.avi?dl=0

    After:
    https://www.dropbox.com/s/hm81s3gqdh...r_fix.avi?dl=0

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    ptiseigneur's Avatar
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    Cool,

    glad it helped you

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