About Monkey 2 › Forums › Monkey 2 Programming Help › Destroying RigidBody & Collider
This topic contains 4 replies, has 2 voices, and was last updated by
Mark Sibly
1 year, 9 months ago.
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July 20, 2017 at 12:26 pm #9449
I can’t seem to find a way to destroy a RigidBody and Colliders.
None of them have the Destroy() method, and setting them to Null still results in collisions.July 20, 2017 at 10:17 pm #9451There is no RigidBody.Destroy yet, rigid bodies are destroyed when the entity they are attached to is destroyed. They are also disabled/enabled when their entity is hidden/shown. The idea here being to allow you to create a body for an entity and then just forget about it. In theory anyway, largely untested…
I will add a RigidBody.Destroy at some point, but you should just let GC take care of colliders.
How do you mean ‘setting them to null’?
July 21, 2017 at 10:44 am #9459I had a temp Local collider and body, and it seems it didn’t unload properly when the mesh did?
But I’ve added them to their own Field for my class and it seems to work better now… is that possible? hehHow do you mean ‘setting them to null’?
I did something like myCollider=Null and same with the body.
I figured GC would take care of them then.And while we’re on the topic of collisions…
I’m trying to get “wall collision” working for my FPS movements, but it seems that at random points the raycasting fails, just a tiny bit, but making me able to inch my way into the wall.July 21, 2017 at 3:55 pm #9461Regarding the raycasting failing…
Look at how this raycasted ball flickers:

All I’m doing is shooting a ray on the X axis and setting that ball to the rays returned ‘point’
The world collider is created from MeshCollider, is that the problem?UPDATE: Yep, it’s the MeshCollider that causes it.
Even if I make a box and use MeshCollider, I get some odd results, but BoxCollider works fine.BoxCollider:

(Does not clip through)
MeshCollider:

(Does clip through)
July 21, 2017 at 10:18 pm #9463I had a temp Local collider and body, and it seems it didn’t unload properly when the mesh did?
Not sure what you mean here – if you think it’s a bug, post sample code to github issues please!
Can you reproduce the Quake problem without having Quake in there? Unless I can play with it (and the source) there’s very little chance of me being able to help – the vids don’t really tell me a lot.
I have some pretty good sliding collisions going with the b3d ‘castle’ model using a single MeshCollider. I really need some more complext to play with though – the free stuff around is pretty terrible.
I will be commiting a demo soon, but this sort of stuff is not gonna be solved trial-and-error style – I *need* better models!
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