I often forget about how things work in the stuff I make. I’m just decent at figuring it out should I have time and access to a computer to try stuff out. But I haven’t been on a computer for weeks now.
Anyways I don’t recall what values the the layers parameters take. Is it a number? A hexadecimal string? A binary string? I’d have to check, either by trial and error or looking at the tooltip text that shows up when selecting that field.
I’m guessing If it’s working for only 8 then it’s in hexadecimal since 8 hexadecimal characters is 32 bits.
I guess you could build the string up as binary first and convert it over to hex. Or maybe the action lets you supply a number instead of text you could use a number you set with the setbit() expression. I honestly don’t recall though. This is all off the top of my head.
The way you explained it to me back then wasn't perfectly clear to me. You said 32 would be hex for clarity. But to me hex is an alien planet. You did add that I can use binary. I tried that and entered all 32 layers in binary manually and it worked. But when I do a loop to fill up variable and then put it in to the collisionLayers it only works with 8 numbers and not more. And that's quite weird, that's why I'm assuming it might be a bug, or I'm doing it wrong.
If there would be a chance to figure it out, it would be cool. For time being, I've digged out your old smooth collisions with image points example and used that and works well on my little test. On top of that, since im working in 3d, I check ELSE if the actor is in between Z and Z+depth of object if actor isn't above it, so I'm assuming this will actually perform well with walls collisions as well as between actors.
https://drive.google.com/file/d/1EbzmEPYIFnwwhYxfRTp3qZOA6weT5waR/view?usp=sharing
You are absolutely amazing with it, and I'm not. I'm better then I used to be, and created planty of prototypes throughout the years, but I feel my limitations quickly. I'm more of a creative type. But with everything you have put out till now, it does makes things so much easier. So thanks a lot.