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Blendiac Blendiac is offline
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Join Date: May 2007
Location: North of Toronto, Ontario, Canada
Posts: 808
@ben2610 - I've been testing the sensor object, and so far is seems to work perfectly. My only concern is whether requiring all collision objects to be set to actor will be a large performance drain. For example if a sensor object is used to detect the ground, then every single solid ground object needs to be an actor. I humbly respect that you have much more experience than me here. I'm just wondering if sensor objects are reasonable to use to detect collisions with a large number of objects. (or is this more of a limitation of collision?)

Anyway, thank you so much for this feature. Between this and the "Tap" button, creating character jumping logic just got *much* simpler.


PS If it's of use to anyone, I have a demo file attached. The only key is space to jump. The sensor object is used to detect collision with the ground, only when it is under the sphere. Notice that with the gap, a ray would fail, and a traditional collision sensor on the sphere would let people jump regardless of if the ground was touching from above/next to the sphere. This makes sure the player can only jump when the ground is *below*.
Attached Files
File Type: blend sensor_object_ground_collision_test.blend (85.2 KB, 67 views)
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Starting out? Here's the tutorial that I found most helpful when first beginning in wiki or PDF format.

..........................................After that, RTFM! (Read the *Friendly* Manual ) here!..........................................

Last edited by Blendiac; 25-May-09 at 18:15.
#19   Old 25-May-09, 18:05   
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