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Messages - stephankrohn

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Support / Re: Collisions with custom box colliders on non moving sprites
« on: September 26, 2012, 08:51:34 am »
It actually has a kinematic rigidbody as otherwise there wouldn't be any collison detection anyway. The problem seems to be that just changing the position of the collider from the collider component itself doesn't seem to update the physics simulation. Probably it thinks that since the rigidbody itself didn't move it doesn't have to do something. You can simulate this in the editor. Just hit play and try creating collisions by moving the GameObject (which works) and changing the colliders position/size (doesn't work).

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Support / Collisions with custom box colliders on non moving sprites
« on: September 25, 2012, 12:59:52 pm »
I've got an issue with an animated sprite, that uses the custom box collider only on some frames. It seems that the physx engine doesn't detect any collisions if the GameObjects (or more likely the attached rigidbody's) don't move. I am playing a sort of hit animation while the sprite is not moving. This won't register any collision or trigger events. If I do the same thing with a moving sprite it works. Is there any other way to fix this problem other than applying constant micro translates to the GameObject?

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