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OverviewV-Play 1 Support › created reference entities have active colliders

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  • #5585

    Martin

    The EntityManager creates one reference instance located at the origin for each entity in the dynamicCreationEntityList. These seem to be set invisible. However, colliders contained in the reference components are still active and may interfere with other dynamically (and intentionally!) created entities. That is at least what I experience in our level editor. Is there something I should consider or adjust for this not to happen?

    Cheers, Martin

     

    #5594

    Martin

    Any comments on this anyone? Besides, the above statement is not quite correct since the BuildEntityButton creates the invisible reference entity. From the documentation

    It is marked as invisible, until the button gets pressed. Thus it is important to set a button size, so the internal
    MouseArea knows when the entity dragging should start. It then activates the colliders and reports whether the dragged
    position is available based on the collider information.

    It appears to me that the collider is always active which can also be seen in the QML renderer.

    Best, Martin

    #5595

    Alex
    V-Play Team

    HI Martin,

    the issue is on my todo list for today. The colliders should be inactive if they are invisible, i will have a look at that.

    Cheers,
    Alex

    #5596

    Alex
    V-Play Team

    Did you set the active property of the colliders to true yourself? That would cause the problem because you overwrite the property binding of the ColliderBase.

    property bool active: owningEntity.collidersActive

    And the owning entity would be the EntityBase with its binding:

    property bool collidersActive: visible

    So if the entity is invisible, its colliders get inactive.

    I also added a logging of the collider active property, which was false untill i drop the entity.

    Cheers,
    Alex

    #5598

    Martin

    Thanks Alex, I don’t set any of these properties explicitly. Are you sure this is correctly implemented in the PolygonCollider? I will also make some tests and get back to you.

    Best, Martin

    #5599

    Alex
    V-Play Team

    PolygonCollider uses the same ColliderBase, so there shouldn’t be any differences. However i need some more info:

    Are your colliders active all the time or do you just have a contact right after the app starts?

    Cheers,
    Alex

    #5600

    Alex
    V-Play Team

    In the latter case, we found an issue in the EntityManager and will add a fix for this to the next daily build.

    Cheers,
    Alex

    #5601

    Martin

    I might have had a problem with some wrongly anchored colliders. Not sure and unfortunately can’t investigate further right now. Will get back to this thread in case the problem reappears.

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