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Trigger Prevents all other Collisions - Bug?

by Warthog · in iTorque 2D · 06/30/2009 (11:13 am) · 4 replies

When my player object is touching a trigger all collisions with the player object stop until it exits the trigger again.

Collisions all work fine in the absence of the trigger.

Soon as the trigger is touched its like all the collisions for the player object get turned off until the trigger is exited. The trigger can have all callbacks turned off and no associated class and it still causes this.

Is this intentional, because it doesn't make sense to me.

This is a general TGB question so I apologize for posting it here, but someone else asked this in the TGB forum and no one answered. We all know the really smart people are here in the iTGB forum anyway.

#1
07/01/2009 (9:15 am)
Really? No one here has noticed this? IS it a bug or am I doing something wrong?

We have a game looking down from above, and we want to have puddles of water on the floor. When you are on the puddle of water your movement is erratic. I set up triggers to do this and it works great EXCEPT that if you are attacked or bumped by an enemy while on the water they pass right through you. It is as if trigger areas are collision free zones. Yikes!

I hope I am just overlooking something?

Thanks for any help!
#2
07/01/2009 (2:11 pm)
Hrm, I was having some strange collision issues on one of my levels also I hadn't noticed but a little testing leads me to believe I have the same problem. As far as I know I haven't done anything overly strange with triggers I don't know what could be causing this, seems very strange.
#3
07/01/2009 (5:07 pm)
Isn't this related to an optimiziation / issue that only allows a single collision at a time and as the trigger commonly will be "priority" all regular collision wouldn't happen
#4
07/02/2009 (7:48 am)
Marc, you are correct. Eric Paik, in the TGB forum pointed me to this thread:

http://www.garagegames.com/community/forums/viewthread/87407

So now I understand what causes it. And apparently Melv has fixed the problem for the next version of TGB. In the meantime, the workaround mentioned in the thread should work for us (I hope) as I doubt that we will see that update anytime soon in iTGB