How do I get physics collisions less sensitive?

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  • I'm making a game where you rotate a layer to move the player around. It's using physics, but sometimes the character seemingly getts stuck on the edge of blocks, and I'm not sure how to fix it. Currently both the player and the platforms use bounding box as collision. I've tried using a custom collision with edges, but that doesn't work either. Using a cricle collision solves the problem, but the the player doesn't rotate at all, which is not what I want. I've tried changing the stepping, but regardless of which setting I use the problem remains. Here's a video of the issue, you can see the player get stuck on what should be a smooth platform:

    youtu.be/5iu9zsL3KN0

  • This is an unfortunate and kinda known issue of box2D (and other physics engines too). The only surefire way to prevent this is to make the collision a single, continous solid object (e.g. an invisible tiled background).

  • Using a cricle collision solves the problem, but the the player doesn't rotate at all, which is not what I want.

    Add a small hidden wheel to each corner of the player cube by using the Physics revolute joint.

  • I would try giving the objects slightly rounded edges:

  • I would try giving the objects slightly rounded edges:

    I tried that exact solution, still the same problem, although slightly less often.

  • But ok, if it's a known problem I'll find some other workaround then. Thanks for the help!

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  • Add a small hidden wheel to each corner of the player cube by using the Physics revolute joint.

    This seems to work.

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