Hello,
so I wanna make a case for collision filtering (again). "Again" as in this was mentioned a few times quite some years ago.
construct.net/en/forum/construct-2/closed-bugs-22/physics-disable-collision-via-91905
construct.net/en/forum/construct-2/general-discussion-17/ignore-selected-solids-workaro-107965
construct.net/en/forum/construct-2/how-do-i-18/how-do-i-make-certain-physics-110979
construct.net/en/forum/construct-2/bugs-21/request-example-per-instance-c-110783
And actually ended up in r123 construct3.ideas.aha.io/ideas/C3-I-68
But not with the physics behavior... :( And this is really bad when trying to create something with the physics behavior like a physics-platformer. Why? For example: A jumpthrough platform. Generally a very basic and important thing for platformers and kind of impossible to make properly with the physics behavior due to the lack of collision filtering.
Two platforms that are supposed to be a jumpthrough platform, the player inbetween. And here is the problem already. It´s impossible to set these two platforms collisions individually. The physic behavior has the "enable/disable collision" action, but it doesn´t take picking into account. The result would be that either both platforms are solid, preventing the player from jumping through the top one, or both platforms are not solid, resulting in the player not beeing able to stand on the bottom one. I tried quite a bunch of possible workarounds, but none really work and usually come with their own set of problems. Even more so when enemies should also be able to interact properly with the jumpthrough platforms as there are potentially multiple enemies.
Obviously it´s possible to work around it, like entirely forgo jumpthrough platforms. But I feel like the problem might just end up resurfacing with other cases. So... please? :)
construct3.ideas.aha.io/ideas/C3-I-677