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    Physics engine V2 breaks many 3D codeblocks, and code being broken upon loading a project

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    • R
      N0valitee last edited by

      While working on one of my projects, I’ve found that the V2 version of the physics engine breaks many 3D code-blocks, for example the collision detectors. Whenever I try to use the “broadcast (message) upon collision between (object) from (sprite) and (object) from (sprite)”, “when colliding with (sprite)”, “distance between objects (object) and (object)”, “names of physics bodies in contact for (object)”, and many other 3D code-blocks, simply just break or dont work whenever being used with the physics engine V2. it also breaks things like changing the direction of objects (when using blocking) and other things like the Move, Rotate, and Scale, and Bounding Box tools, are only able to be used once before breaking, and changing the direction of blocks requires you to manually use the rotate tool for it to work.

      I’ve also noticed that whenever I open up my project, some bits of code seem to break apart, forcing me to manually re-assemble them whenever I open up my project.

      All of this can be viewed in the project: https://play.creaticode.com/projects/69f2233a8efecb354f1e200f

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      • R
        N0valitee @Regis last edited by

        @regis Also, after fixing the physics engine, you should add a new block, which is just like the “when colliding with (sprite)” code-block, but more customizable.

        What I mean by this is to add drop-down menus to parts of it, for example: “when (colliding/not colliding) with [object] from [sprite]”

        the () are drop-down menus (whats inside the () are what should go into the dropdown menu)

        are text boxes, where you can put in the name of the object for the first one, and the sprite name for the second.

        please consider adding my idea for this block, and I feel like it would be very useful!

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        • info-creaticode
          CreatiCode @Regis last edited by

          @regis

          We will look into the issue with the broken blocks.

          For the new block you are suggestion, there are 2 potential issues:

          1. It is not easy to trigger when “not colliding”, as collision is an instant event.

          2. If the existing block is fixed that sends a message when collision happens, then there is no need to add this new block right? You can just handle that message?

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