Collision Area Increases After Activating Connection Mode

Discussion in 'How Can I...?' started by Xoctrebla, Jul 21, 2017.

  1. Xoctrebla

    Xoctrebla Avid Boxer

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    How Can I stop the Collision Area on a Triangle from Increasing after Activating Connection Mode.
    Please See Video. You'll see a Triangle with a triangle collision Shape, However once I attach it to another triangle with a similar Collision Shape the Collision Shape becomes a Big square. I was able to create an example without making the Triangle Have a Bigger Collision Shape but seem to have difficulty reproducing the same affect. Anyways, and helps would be appreciated, Thanks!

     
  2. Benfont

    Benfont Avid Boxer

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    hey there, exactly the same happened to me on my latest game.
    I believe it is a bug - I have not reported it to support because I found a workaround.

    It only happens with connected objects that are flipped. In your video that triangle's scale is set to (-0.969)/(0.75)
    if the triangle was set to 0.969/0.75 this would not happen - don't ask me why. This is just how it is.

    So the solutions I found are, either:
    1) remove the connection for flipped objects (this is what I did in the end)
    2) add an already flipped object to BB (go to photoshop and flip the triangle, export it and add it to BB) - the problem with this is that ideally you should not be adding the same asset twice (for optimization purposes) - but it will work in your case if you totally have to have a flipped triangle connected to other object.
    3) report the problem to support and hope they can fix it in an update

    I hope this helps!
    Cheers
    Jonathan,
     
  3. Xoctrebla

    Xoctrebla Avid Boxer

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    Thanks, I suspect as much as I had another triangle work with no problems.
    I've made the adjustments and it works, do you know where I go to submit a ticket for the issue.
    I don't expect it to get fixed anytime soon but definitely want to let buildbox know about the bug.
     
  4. Benfont

    Benfont Avid Boxer

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