Hello to you all, sorry for this actually fundamental subject:
I want to know how one can take care of a Kinematic RigidBody colliding with an object with a Static RigidBody.
I’m at present studying the documentation:
https://docs.cocos.com/creator/handbook/en/physics-Second/physics-Second-contact-callback.html
The issue although is that I haven’t discovered what values I’ve to make use of to maintain observe of how far I’ve to maneuver the article “again” in order to not go away it overlapping it.
Actually I merely need to guarantee that my participant (whose motion goes solely to the best and left) to cross with a Wall should cease and never proceed together with his motion.
How ought to I do with out having to make it Dynamic?
What model of Creator editor are you utilizing?
Taking a look at your query it must be, simply collision detection to make the article cease, no must generate physics results.
Are you able to discuss with this demo and check out utilizing the collision detection perform?
hello, thanks for the response, however i used to be looking a couple of Second context, not 3d. The model of Cocos Creator is 3.6.3.
For now what i discovered is the worldManifold methodology that i’ve to name with the contact Object. However i don’t know how one can handle it, there’s some instance or article ?
Hello there, this query could be very fascinating, it’s fundamental however not straightforward. Let me head straight ahead to a solution: don’t use the builtin physics engine or the collision system in Cocos, strive GitHub – Sinova/Collisions: Collision detection for circles, polygons, and factors if you wish to have an in depth understanding of the subject.
How good is that resolution? For multiplayer motion recreation use I ported the algorithm into Golang after which transpiled it together with different recreation dynamics again to js for the frontend, and the result’s like [Video attached] Rollback Netcode on websocket with a Multiplayer Platformer recreation demo open sourced – you possibly can handle all “arduous pushbacks” and “delicate pushbacks” flexibly – which is sort of unattainable with a builtin physics engine. Good luck coding!
1 Like
Sorry, I misinterpret it, it’s a 2D physics downside.
So for an instance of what you want, you possibly can refer right here
1 Like
thanks for the hyperlinks, however sadly i didn’t discovered an instance on this github repo about kinematic physique, solely dynamic
Plus, among the primary examples that we will discover inside the primary repo of cocos creator not work and that i don’t know why as a result of chinese language messages on the display (i suppose there isn’t a cannon.js or bullet.js module ?)
Hello! I’ve not put in already a module inside a cocos creator challenge. Do you imply to put in it with npm and use it inside a script element? If sure, are you able to present me an instance how one can do it? This can be a first try to make use of a module inside cocos creator, i’m not already 100% assured with it however i want to strive it!
I don’t know ccc’s idiomatic manner both, my manner is just a little curvy however generic to construct the lib by webpack and port it immediately into ccc challenge, like this DelayNoMore/frontend/belongings/scripts/modules at v0.8.5 · genxium/DelayNoMore · GitHub
Official members please assist right here if any disagreement with my method
I suppose this instance that you just shared to me is with a CC model too previous (i see hearth extension for the scenes). Are you able to clarify to me a controller that you’d handle?
Higher ask @muxiandong or @pandamicro for assist
Have you ever checked matrix of collision?
No, are you able to give me some instruction on how one can handle kinematic physique and to unravel the collisions?
attempt to examine perhaps there’s nothing to marked