Super confused about sdk2

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  • When I go the resources at Addonsdk , its a hodge podge of entries with some warning about being sdkv1, and nothing indicating whats sdk v2.

    The minimal example available for sdkv2 hardly helps.

    Am I able to simply use the same calls from the scripting reference for use inside construct 3?

    example:

    runtime.collisions.testoverlap(...)?

  • The only major difference between SDK v1 and SDK v2 is how you write the runtime scripts. Therefore the Runtime scripts part of the Addon SDK documentation is split in to two sections for each SDK version. There's also a porting guide.

    Am I able to simply use the same calls from the scripting reference for use inside construct 3?

    example:

    runtime.collisions.testoverlap(...)?

    Yep, exactly. One of the major design improvements with SDK v2 is it unifies all the scripting APIs so you can use the same calls as you would in Construct itself.

    I'd also recommend getting TypeScript support set up for addon development - it gives you precise autocomplete for all the available APIs, and is another new feature of SDK v2.

  • Ashley

    Thanks for the response!

    As far as recreating vanilla behaviors, The runtime for Collision engine is missing the calls for pushing objects from collisions. I put a feature request in back in april maybe.

    Is this something you are possibly planning to add?

    As it happens, I have to push objects from overlaps that aren't solid, so the custom behavior doesn't work anyway and I have my own solution, but I think other users would benifit from having an api for that. Even better if it allows us to choose the max distance to test for instead of being hardcoded.

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  • As far as recreating vanilla behaviors, The runtime for Collision engine is missing the calls for pushing objects from collisions. I put a feature request in back in april maybe.

    These are ~10 lines of code for a completely-customizable version. See Collision methods

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