Ambiera ForumDiscussions, Help and Support. |
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While child nodes are attached to the object with the behavior collide when moved is applied to that object and to child node also. then the problem occurs the node doesn't move at alll. so to remove this problem i am requesting a tickmark option in the collision behaviour to disable collision of the object with its child node. but it can collide with other nodes. same is with the child node. child node must not collide with parents node or to with other childnodes of the same parent node... hope you understand what am trying to say. inshort i want a feature to disable internal collision of an object having child nodes. |
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Ah, interesting, never thought of that. What is your use case for this? Just out of curiousity what you are doing with that, so that I know what I should look out for when implementing. |
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let me send you a ccb. i have created a car with its engine as parent node and wheels and Chassis as child nodes. now when i have collide when moved and object controlled by keyboard behavior applied to the parent node. and when i test the game. it doesn't shows any movement. but when i disabled collision, untick the collision option in the attributes settings from all the child nodes ,car shows the movement.. thats why am requesting an option to disable internal collision which means parent node and child nodes will not collide with each other if we disable the collisions for child nodes and use the game it works good but then the another problem arises. when the user switches another player and car becomes static or not moving then it wont collide with the world as the collision is disable. for child nodes only the parent node will collide. here is the link to ccb file. when you test it the car will not show any movement only rotation will work,but when you disable collision for child nodes, it works perfectly. https://drive.google.com/file/d/... |
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Have you seen the ccb or not? |
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No, but your explanation cleared it up quite nice, I understand now. I think an option for the physics engine to support stuff like that should be a better solution. |
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