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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,
Want collision? One Last Piece: The Collision System With almost every system in place, I’m now working on the Collision System—the last big piece of this rewrite. After wrapping up the Collision System, my focus will shift to finalizing the documentation and writing tutorials. Want to add physics? setEntityKinetics().
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+.
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. normalize().multiplyScalar(this.speed);
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. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
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. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
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. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
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. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
we will solve this problem in the following issue github.com/cocos/cocos-engine Prefabs with polygonCollider returning wrong collision normal opened 02:02AM - 26 Jun 23 UTC lealzhan [link] … lision-normal/58972 Hello guys, I am working on multiplayer platformer game using colyseus. y: z.getWorldManifold().normal.y,
= null) { console.log(z.getWorldManifold()); this.socket.send(“Collision”, { collisionVecs: { x: z.getWorldManifold().normal.x, Because of this, the impulse I am applying on them at contact point is in same direction which is making them move in same direction after collision. y: z.getWorldManifold().normal.y,
When it comes to implementing bullet physics in Unity, understanding how to efficiently spawn and control bullet movement, as well as handle collisions with fast-moving objects, becomes crucial. In this article, we will see, how to implement bullet physics, ensuring their smooth movement and accurate collision detection. Read more
The engine includes the following systems: Rendering System Physics System Steering System Animation System Collision System (coming soon) PBR (Physically-Based Rendering) support Although the rewrite is not yet complete, the Untold Engine has reached a stage where you can create simple games.
can anyone tell me how to detect collision in cocos creator and how I can ignore the collision between two rigid bodies? kindly describe with an example. thanks in advance I am using version 3.7.2.
Hi, i’m relatively new on Cocos Creator, but i hope i can help you because i’m working on collision from a while me too. At your node you need add two components, RigidBody2d (Kinematic, Static or Dynamic, depends on your needs) and a BoxCollider (Circle or whatever you need).
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?
Go to Project Settings → Physics → Collision Matrix There, you can create groups and assign which group interact/ignore with which group. Then, in your node’s collider, assign the desired group for it. I’d suggest you to please read documentation and tutorials first and read them alot. Just my two cents and enjoy coding!
B grows and is now of size 2, and is still touching A - however, this won’t trigger a new collision event. I am aware I can just listen to the collision stay event, however that seems pretty inefficient as I only need to check again after the size changes… Is there any other, more efficient way to do that?
How can i intercept and calculate the collision from a static and a kinematic body? oh that one, yes. I have my elements. But what i don’t know how to work is on the callbacks.
Link: 2D Physics & Collision | Cocos Creator - YouTube I just upload a recent video on youtube teaching the basics of physics in cocos creator. I’ll be making more videos in the future so be sure to subscribe. I’ll also be available to chat here!
Link: 2D Physics & Collision | Cocos Creator - YouTube I just upload a recent video on youtube teaching the basics of physics in cocos creator. I’ll be making more videos in the future so be sure to subscribe. I’ll also be available to chat here!
Such mechanics would be perfect for testing the collision system, which I have yet to develop. So, now is time to make the game entertaining. I’m thinking of adding power-ups throughout the city which will make the car go faster. I also want the game to be played on the Apple TV.
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. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
Now I need handle collision of weapon with other collider(enemy…). I know sine cocos creator 3x we need add rigidbody2d to handle collision. I’m using cocos creator 3x. I’m making character and weapon. I have player node and weapon is a child node. And I add rigidbody2d with body type kinematic for player node and weapon node.
I’m trying to handle the collision of two sprites, i added BoxCollider2D to the sprites. One sprite can jump (changing the y coordinate through animation), named "character ", the other is a static object, named “key”. code for the "character ". start () {. this.collider = this.node.getComponent(BoxCollider2D); if( this.collider ) {.
3D: Fix collision reposition with CSGShape3D ( GH-102286 ). Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ). This section covers the most relevant changes made since the beta 3 snapshot , which are largely regression fixes. 2D: Fix Camera2D limits drawing ( GH-102868 ).
Speaking at the Collision conference in Toronto on Tuesday, Radulovic-Nastic downplayed the idea that developers should be worried about their jobs because of the tech. "I I personally believe that Gen AI will be a co-pilot to our people, and has the opportunity to scale and enhance human creativity," Radulovic-Nastic said.
Looking at your question it should be, just collision detection to make the object stop, no need to generate physics effects. What version of Creator editor are you using?
Can you refer to this demo and try using the collision detection function? github.com. CocosCreatorHowToUse/proj/Physics/Creator3.6.0_3D_PhysicsTriggerEvent at v3.6.x. x/proj/Physics/Creator3.6.0_3D_PhysicsTriggerEvent. Contribute to yeshao2069/CocosCreatorHowToUse development by creating an account on GitHub.
document: [link] [link] case: github.com cocos-example-projects/physics-3d at master · cocos/cocos-example-projects master/physics-3d Contribute to cocos/cocos-example-projects development by creating an account on GitHub.
I’m mainly of the idea that if something works, doesn’t mean it’s the best approach. I am using that currently, but I would have been happier understanding why I can’t use the other approach.
How are you moving the player? By using force (using physics) or by updating its position property? Refer to each type Here. Some type ignore the mass and may not work with physics. For your case, you better use “Dynamic” type and turn off allow sleep checkbox as well for both the Player and the Weapon.
ok, I think the problem is solved. onLoad () { this.rigidBody2D = this.getComponent(RigidBody2D); } onEnable() { this.rigidBody2D.linearVelocity = Vec2.ZERO
another problem is that the speed increases every time the node is reactivated. it related problem onBeginContact: Error while set active property on node
I have just found the problem why normal & points were all empty My 2 colldiers of 2 objects both have sensor checked, it looks like for sensor colliders, no normal or points in worldManifold is calculated!
GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.
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