T3D 1.1 Beta 2 - PhysX player can walk on triggers
by Bryce · in Torque 3D Professional · 04/16/2012 (7:07 pm) · 1 replies
Build: 1.2 Final
Platform: Windows 7
Target: In-game
Issues: Ever since I started using PhysX with Torque 3D, I've been having a lot of player collision problems. The one that I cannot solve no matter what I do is the most annoying one. Normally, a trigger volume would let the player "collide" (maybe intersect would be a better word) so that the Trigger can do what it's designed to do. It wouldn't act as any kind of platform or invisible wall.
In my level, I have a hole in the floor. There's a trigger covering the hole, that should trip once the player falls through the hole. Instead, the player is able to walk on the trigger. The issue is, it's only under certain conditions, don't you love that? If the player has enough velocity into the trigger, like if he were to jump in place, he would then fall through as he should.
I can confirm that this happens in a clean build, as well as the Pacific Demo.
Steps to repeat:
Enter the pacific demo. Drop in a trigger, make it a good, flat size. Maybe 15x15x2. Drop the player directly on top of it (like, flat on top of it. It won't work if the player has to fall to get to it). Notice how you can walk on the trigger volume?
Platform: Windows 7
Target: In-game
Issues: Ever since I started using PhysX with Torque 3D, I've been having a lot of player collision problems. The one that I cannot solve no matter what I do is the most annoying one. Normally, a trigger volume would let the player "collide" (maybe intersect would be a better word) so that the Trigger can do what it's designed to do. It wouldn't act as any kind of platform or invisible wall.
In my level, I have a hole in the floor. There's a trigger covering the hole, that should trip once the player falls through the hole. Instead, the player is able to walk on the trigger. The issue is, it's only under certain conditions, don't you love that? If the player has enough velocity into the trigger, like if he were to jump in place, he would then fall through as he should.
I can confirm that this happens in a clean build, as well as the Pacific Demo.
Steps to repeat:
Enter the pacific demo. Drop in a trigger, make it a good, flat size. Maybe 15x15x2. Drop the player directly on top of it (like, flat on top of it. It won't work if the player has to fall to get to it). Notice how you can walk on the trigger volume?
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