Nov 23, 2009 at 3:10 PM
Edited Nov 23, 2009 at 3:12 PM
Can you explain the difference between these two values? It seems that if just one of these values are set to false, the collision doesn't seem to happen. I assume then that means that CollisionEnabled simply detects the collision and fires the
OnCollision event if necessary? Then that means that setting CollisionResponseEnabled to false is the same as returning false to the OnCollide Event?
If I'm right about that...
It might be more useful to be able to enable collision, enable separation, and then enable the response to the collision as an option after separation instead of having the separation and reaction code all contingent on one bool. Unless I'm missing
something here it seems like that's not possible right now?
This may also alleviate some of the problems users have been having with the walking over multiple flat surfaces since they can call the separation code to move the character back above the surface, but then decide whether or not to react to the forces calculated
if the player is on a ground surface or even a sticky surface (because right now setting restitution to 0 on both objects seems to be broken. It's close, but there are small reactions that still happen when they collide, whereas if the surface was sticky,
you'd want the object to stop completely).
It would also be nice to know the values that are about to be added or applied to the object in question.