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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

After months of coding, tweaking, and testing, I’m thrilled to share that the rewrite is almost done. This modular approach keeps everything clean and efficient, allowing developers to focus on their game logic instead of wrestling with tangled code. Want collision? Want to add physics? setEntityKinetics(). setEntityCollision().

Engine 69
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Creator 3.8 - Collider2D can't get collision direction on BEGIN_CONTACT?

Cocos

Hi, Im using Creator 3.8.5 & handling 2d collision - to get direction of 2 objects when they collide My physics engine is 'Box2D based 2D physics system" I followed this article docs.cocos.com 2D Contact Callback | Cocos Creator Cocos Creator Docs and my code goes here ballColliderComp.on(Contact2DType.BEGIN_CONTACT,

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Godot XR update - February 2025

Mircosoft Game Dev

Support of the Platform SDK in the Godot Meta Toolkit is done using code generation, which automatically generates the Godot classes by processing the Platform SDKs official C headers. Features Update OpenXR to Khronos 1.1.41 release This version of XR Tools has been updated to contain Godot 4.2 mesh formats and thus requires Godot 4.2+.

Collision 102
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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 “dynamic”. This is the line of code I’m using to move the Character. const movement = new Vec2(x,y).normalize().multiplyScalar(this.speed);

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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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Collision detection & Collision ignore

Cocos

Go to Project Settings → Physics → Collision Matrix There, you can create groups and assign which group interact/ignore with which group. Just my two cents and enjoy coding! Just my two cents and enjoy coding! Then, in your node’s collider, assign the desired group for it.

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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. GH-94783 ) Change NavigationMesh to also parse collision shapes by default. Thanks to Danil Alexeev, the GDScript code editor will now display a tooltip containing information about functions, variables, classes, etc.

Beta 106