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Physics Collision with non dynamic types

Cocos

I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to.

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Physics Collision with non dynamic types

Cocos

I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to.

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article thumbnail

Physics Collision with non dynamic types

Cocos

I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to.

article thumbnail

Physics Collision with non dynamic types

Cocos

I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to.

article thumbnail

Physics Collision with non dynamic types

Cocos

I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to “dynamic”. However, this causes the “Character” object to be affected by gravity, which I don’t want.

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Destoying from scene shows all children deleted, but still childrens are visible in scene on collision. on colllision

Cocos

Destoying from scene shows all children deleted, but still childrens are visible in scene on collision : - On collision with the saw, this is happening : - onLoad() { this.animationComponent = this.node.getComponent(Animation); this.animationComponent.clips[0].name What’s happening wrong with the collision detection code?

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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

Components: The data attached to entities, like meshes, physics, or animations. Systems: These handle the logic, such as rendering, animations, or physics calculations. Want collision? After wrapping up the Collision System, my focus will shift to finalizing the documentation and writing tutorials. Want to add physics?