Product Chat / Wall Collision

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Doggie
18
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Joined: 13th Mar 2006
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Posted: 2nd Feb 2022 04:12
I'm loading walkable houses but can't enter them unless I turn off all collsion which means walking through walls.
Seems like earlier this didn't happen. Can anyone help? Thanks.
GubbyBlips
5
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Joined: 14th Jan 2019
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Posted: 3rd Feb 2022 05:08
First try something like find the .fpe related to said entity;
(you can get an example in most any of the Entitybank/Building)
slots, for example Sandstone15
compare with what you have. The most critical lines should be
ones that look like this;

collisionmode = 1
forcesimpleobstacle = 3

any luck? If it's not that, hope an expert can help!
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Wolf
Forum Support
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 5th Feb 2022 13:30
Also make sure the house is static (seen with a red glow in the editor)
Supe
GameGuru Tool Maker
4
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Joined: 4th Feb 2020
Location: WORLD
Posted: 8th Feb 2022 10:46
why we cant have polygon collusion (on )when an object is mobile ?
Desktop: corei5, ram32, graphic card6GB
https://drive.google.com/file/d/1KtN6HMp1VEInALBZ89hmUBwfzqbeL9Wz/view?usp=sharing
AmenMoses
GameGuru Master
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 8th Feb 2022 17:28
Quote: "why we cant have polygon collusion (on )when an object is mobile ?"


Because it will destroy performance!

Been there, done that, got all the T-Shirts!
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Supe
GameGuru Tool Maker
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Posted: 8th Feb 2022 20:15
Quote: "Because it will destroy performance!"

and how unity do that?
Desktop: corei5, ram32, graphic card6GB
https://drive.google.com/file/d/1KtN6HMp1VEInALBZ89hmUBwfzqbeL9Wz/view?usp=sharing
AmenMoses
GameGuru Master
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 8th Feb 2022 21:26
It doesn't, it probably uses composite shapes for physics as that's how most engines do it.

Bullet recommends a maximum of 100 polygons for dynamic physics shapes, static entities are pretty much unlimited.
Been there, done that, got all the T-Shirts!
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smallg
Community Leader
18
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Joined: 8th Dec 2005
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Posted: 9th Feb 2022 11:24
unity uses polygon collision only for kinematic rigid bodies (things that can't move from physics but can still report physics interactions and make other physics objects react in certain ways - i.e. extra bouncy or slippery surface) or static objects.. anything else needs to use convex or simple collision shapes - essentially the same as GG does
anyway the original post is not about active physics, houses would really be static unless you were letting the player build them in game and in that case you would probably have to do it by using modular pieces in GG to keep the physics correct
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
3com
10
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Joined: 18th May 2014
Location: Catalonia
Posted: 9th Feb 2022 15:21
Even when an item is an animated object that let's say a secret door inside a house, it is better to keep the secret door as a standalone object, and keep the house as-is, static, and keeping physics.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

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Cylo
Game Guru Backer
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Joined: 2nd Jun 2010
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Posted: 12th Feb 2022 21:12 Edited at: 12th Feb 2022 21:25
I can see it's still pretty easy to get a zombie stuck in walls.

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