Hi there, I guess, I will contact you very often in the next time. Today I got this problem. I'm an absolute beginner and I can't even solve this problem (and others). Do you know, what to do? Best greetings, Kaius
That issue is because it is moving so fast that it basically skipped the physics checks where the collision would have been. Don't allow it to move that fast
Okay, thanks for the tip. But I only activated the touch control. Where can I limit the max. speed of my character?
I did't do it for touchMove node, but you will have to edit touchMove script: Code: function touchMove(point) { if (!enabled) return; let dx = sens.x * (point.x - prev.x); let dy = sens.y * (point.y - prev.y); let vel = getVelFromScreenMove(dx,dy); delta = delta.add(vel); prev = point; } Try something like this: Code: let MAX_ALLOWED = 30; function touchMove(point) { if (!enabled) return; let dx = sens.x * (point.x - prev.x); let dy = sens.y * (point.y - prev.y); var vel = getVelFromScreenMove(dx,dy); if(vel >= MAX_ALLOWED) vel = MAX_ALLOWED; delta = delta.add(vel); prev = point; }
After limiting the speed, you might get into another issue - your ball still can skip initial border collision and get stuck in a wall when collision detection start working. Was not able to find a way how to fix this, ball basically gets stuck in a wall with endless collision events
Well, okay, thanks. Shouldn't be there a way that this doesn't happen without changing the node? I mean touch control is used very often. So everyone must have this problem?
Goods questions) > So everyone must have this problem? I saw few posts on forum on subject, and limiting the speed was the answer. I did apply limiting to touch rotate node (well, to extent which not affect user experience), but there is still glitch with actor "stuck"-ing in an obstacles, since obstacles are moving with limited speed and actor is moving with limited speed and sometimes this multiply I guess...
Oh ... that's better ... I already did this, but now it's only 0.02. Maybe that's the solution. I'll try it with the finished game and hope taht it works. Thanks a lot so far!
Yeah, but this affects responsiveness of touchMove - you want to keep it responsive, but limit the max speed
Try increasing the Physics -> Sub Steps in your world settings. It should be 1. Try 4 and see how it goes. The lower the better for performance but you might find a balance that works for you.
It was set to 3 in my project, tried 6 - same thing: ball hits moving obstacle and in rare cases stucks)
You mind like the idea of thinking out side of the “buildbox” on this one. As this is a bug that we have not figured out, why don’t you make it a game mechanic. Like instead of only letting it happen due to a bug, just make it so you can easily fall off the edge. It would change the concept but that’s not always a bag thing. Quite a lot of great games added a feature making the bug more fun.
I also have this bug and can't find out why it happens. The suggestion "Try increasing the Physics -> Sub Steps in your world settings." didn't help. Have you guys another idea?