How to simulate triggers between kinematic and sensor bodies #642
Replies: 3 comments
-
Ok, this is not receiving much love here. Should I repost in Discussions instead? Might me more appropriate? |
Beta Was this translation helpful? Give feedback.
-
Sorry, that issue went under the radar. The This will enable collision events involving your character controller and your trigger (and other static shapes). |
Beta Was this translation helpful? Give feedback.
-
Cool, thank you for the hint, I will give it a try soon ;) |
Beta Was this translation helpful? Give feedback.
-
I have a character controller that is position based an moved like this
What I have to do to ignore the collision against a sensor, is to add the
exclude_sensors()
from theQueryFilter
. Note that the sensor is attached to afixed
rigid body, and according to the documentation, collisions between two non-dynamic rigid bodies, such as the kinematic controller and the fixed body's sensor I have, should never occur. Nevertheless, the character controller is not capable of passing through the sensor, despite being attached to a fixed body.This would not be a big deal if I could simply ignore sensors with
exclude_sensors()
, but I still need to receive a collision/intersection event when that happens, essentially to simulate a trigger behaviour. That is not happening with the current configuration I have.So, my question is, what is the strategy to simulate a trigger behaviour? That is, my character is capable of passing through an object, while still firing some events when I entered/exited the sensor collider. Would I need to use the Intersection Graph? Would I also need to hook up into the solver to modify/ignore contacts? It all seems all a bit more complicated than I expect, I am more inclined to assume I am missing something here, as triggers should not be such a pain to setup. I would appreciated any help thanks.
Beta Was this translation helpful? Give feedback.
All reactions