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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, (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) => { const normal = contact.getWorldManifold().normal; log(`normal = `, normal); con
This new update brings several changes and improvements that many of you have been asking for since the game's Early Access release! We have a massive changelog, so we split it in several sections to make it easier to read.
Im encountering the following error when opening a scene in Cocos Creator 3.8.2: Error: Cannot read property vb of null and the screen freezes after that I have checked all references to SpriteFrames in the nodes of this scene, and none of them are null. Despite this, the error persists. Has anyone experienced this issue before? What could be causing it, and how can I resolve it?
V Buckenham has declared that this is the year of the blog. I suppose I shall answer the call. It must be so. I used to blog with shocking regularity -- at my peak (or my lowest point?) I was writing 2-3 posts a week. I can't imagine doing that now. But maybe I can commit to a 2-3 posts "every now and then"? As long as we're strolling down memory lane: my most loyal readers may recall this blog used to have comments and a personal Twitter feed in the sidebar.
if its a bullet type, with high speed, you could try enabling continuous collision detection /creator/3.8/manual/en/physics/physics-ccd.html I am fairly new to cocos and havent worked with physics yet. I only know of unity. But I hope someone will help you out.
Thanks. I think its not about being continuous or not as I tried it before posting. Also in the second test, I created a brand new project with nothing but the two items to collide and a script with onCollisionEnter only, and it didnt work either.
did you make sure the script is attached as a component? edit: Oh I see, it might be a good idea to check out Cyans video tutorial on youtube to get a refresher on how to do it.
I have checked that the original version 385, after built a project with it. Then opened the project with AndroidStudio, SDKWrapper was under libservice folder. Have you customized the engine? Or please use the original Engine for a try.
I have checked that the original version 385, after built a project with it. Then opened the project with AndroidStudio, SDKWrapper was under libservice folder. Have you customized the engine? Or please use the original Engine for a try.
In a very simple and clean setup, the capsule falls onto the cylinder. onCollisionEnter is still not called import { _decorator, Component, physics, Vec3 } from 'cc'; const { ccclass, property } = _decorator; @ccclass('CollisionDetection') export class CollisionDetection extends Component { start() { console.log("Detector created"); // Add RigidBody and Collider components if not already added const rigidBody = this.node.getComponent(physics.RigidBody); // rigidBody.type = physics.RigidBodyType.
axmol is just a fork of cocos2d-x-4.0: GitHub - axmolengine/axmol: Axmol Engine A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A fork of Cocos2d-x-4.0) axmol-2.0.0 release notes Add experimental WebAssembly build support(WebGL 2.0) by @nowasm List of known issues maybe help wanted WebGL context lost not handled yet A demo avaiable on axmol gh-pages: cpp-tests.html, build from branch dev Note: Follow functionals require wasm pthread support, and needs server enable M.
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