Noticed something weird going on with custom collisions and physics
Download:Example Really simple example cap to show the problem.
The custom collision is setup correctly around the object following the mouse, but when it's run, the collision shape is somewhere above the object. The hotspot has to be where it is (think of it like a paddle in a pinball game, rotating at that point, even though it doesn't in this example).
Is this a known issue or did I just set something up wrong?
Also three questions
1 ) How do you increase the accuracy of the physics. I've seen other people's examples and objects bounce and collide perfectly, even with tons of physics objects all interacting at once, without any of them passing through each other or acting weirdly, yet whenever I've tried to do the same, objects just snap and bug out much of the time and the physics come across as incredibly flakey for me. I've set the World Solver and World Friction to their highest setting and seen no improvement. I've used objects that aren't any different in mass or size (I read about that issue on the wiki and made sure to check it wasn't that). I just can't seem to make them behave like other people can, even when I attempt to mimic what they did in their exe's. Does it need something to do with timedelta? I know it's not my machine, as like I say, others have worked fine for me.
2 ) Are there issues with physics objects and mouse control? Again, seems flakey for me when I use it, yet I've seen it in others creations that appear to work and behave just fine (one had leaves being pulled about with a mouse (which is moved about quickly) and lots of physics going on and looked flawless). So I'm clearly doing something wrong.
3 ) Tiny request, not a big deal, more curiosity really. Will there eventually be an option with creating custom collisions to drag the points around after creating them, as opposed to the current method of having to delete them all to go back to one you want to change.