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Help  Ropes have no collision
#3
Gran sonrisa 
(13-09-2021, 11:10 AM)josemendez Wrote: If you're using 6.2, make sure you pass appropriate collision filters to the AddControlPoint() method when generating the rope path. Right now you're just passing 1.
Filters are a 32-bit integer where the 16 most significant bits define the collision mask, and the 16 less significant bits define the category (see collision filtering: http://obi.virtualmethodstudio.com/manua...sions.html)

You can build the filter yourself using bitwise operations, and there's also helper functions if you don't want to mess with bits yourself. ObiUtils.MakeFilter will create the filter for you given a mask and a category. For instance:

Code:
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything,0);

This builds a filter for category 0 that collides with everything.

Great!
Doing exactly this worked. That was easier than expected   Gran sonrisa
Thank you
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Messages In This Thread
Ropes have no collision - by Schmaniel - 08-09-2021, 10:18 PM
RE: Ropes have no collision - by josemendez - 13-09-2021, 11:10 AM
RE: Ropes have no collision - by Schmaniel - 13-09-2021, 06:41 PM