Comments (4)
By default, the CC2D is a blank slate. It makes no assumptions about anything. If will not cast rays unless it has velocity in some direction. If you wanted it to cast rays when not moving you would need to add that yourself though I can't imagine the use case for that. If you have other moving objects that will interact with a non-moving CC2D then you basically need to fake physics for all the objects which is outside the scope of the CC2D.
Mike
On May 7, 2014, at 1:53 AM, iEIrikra [email protected] wrote:
Hi, sorry if this is somewhat noob, I'm still a beginner with this... but how do I get the rays to cast on all sides all the time so that if the character is pushed by a collider from behind it will actually get pushed normally instead of starting to climb the wall? Or is there an easier way?
Thank you!
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Could I ask how do you do that? s: I would normally just add colliders with rigidbodies, but they both have them allready.
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If you are looking for physics interactions it's probably best to skip the CC2D and use physics everywhere. CC2D is for the exact opposite case: old school platformers.
Mike
On May 7, 2014, at 12:07 PM, Erika [email protected] wrote:
Could I ask how do you do that? s: I would normally just add colliders with rigidbodies, but they both have them allready.
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Oh... well, thank you :)
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Related Issues (20)
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