Collision Resolution for Kinematic bodies #860
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In the OnContactAdded callback all bodies are locked, it sounds like the the program is freezing because of locking a mutex that is already locked on the same thread, but without more details it is hard to be sure. Have you tried using the non-locking BodyInterface inside the OnContactAdded callback? (note that inside that callback you should not modify physics state as this part of the physics update is multi threaded)
Circles are not supported as collision primitive, but you can make a short cylinder. I'm not sure if an AOE needs a body/sensor at all, you can just do a collision check through NarrowPhaseQuery when you want to deal damage / do whatever the AOE does. When you make it a sensor then that is pretty much what happens internally anyway. |
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I am working on a project where you have a controllable character (currently using the "CharacterVirtual" class from Jolt) which can shoot projectiles and cast AOE abilities. I managed to get collision detection (using the "ContactListener") and to differentiate if a projectile hits terrain or another character. My questions are:
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