Hi, I'm looking for a way to activate a couple of sleeping objects on the right (wheels) by colliding with another object on the left (gem). The wheel and gem objects are on opposite sides of the scene. The player is between them, and needs to move to the left and collide with the gem to activate the wheels, which is why "wake on distance" will not work in this case. Ideally we would have a collider transform piece that can wake a chosen object when the player collides with it, or an action. But these features may not even be on the roadmap. Can anyone think of a way to achieve what I'm after? I've included a mockup scene below: http://www.webmagi.com/media/uploads/buildbox/Activate-Collider.bbdoc
Hmm...what's the reason the (currently disabled) transform you got doesn't do the job? Is that a feature or bug?
The Transform logic piece only works if it collides with the object configured as the "Affected asset", right? It doesn't work when the player collides with it. It's only in the BBDOC because I didn't delete it after testing it. Same goes with the Action.
With some tweaking you could do it with a action power up https://dl.dropboxusercontent.com/u/11321642/Activate-Collider2.bbdoc but really depends on what you want the wheels to do.
You could also do it with adding a Advance Move Component to the gem object but it would take some tweaking.
That's a pretty neat trick. I need to activate the actual objects though, rather than an action animation running over top of the actual objects. But I like your idea. I'm sure I can find a use for it elsewhere. It seems like the Advance Move Component would also depend on an animation to mimic the functionality I need. Is this correct, or am I missing something?
Here's a hack of a solution for you! Using two tiny exit portals and the wheels (could be anything else) killing of the clones. The death shake/flash is turned off. https://dl.dropboxusercontent.com/u/54230249/buildbox/Activate-Collider-solution.bbdoc
BTW, tho' this hack works, been looking for something similar: grab a key - gate opens. using this method every gate need 3 transforms, 2 portals, 1 enemy & 1 object - for each gate created. is there any easier way to trigger a gate?