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

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

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  • R Offline
    R Offline
    N0valitee
    wrote on last edited by
    #1

    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

    R 1 Reply Last reply
    0
    • R N0valitee

      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

      R Offline
      R Offline
      N0valitee
      wrote on last edited by
      #2

      @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!

      CreatiCodeI R 3 Replies Last reply
      0
      • R N0valitee

        @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!

        CreatiCodeI Offline
        CreatiCodeI Offline
        CreatiCode
        wrote on last edited by
        #3

        @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?

        1 Reply Last reply
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        • R N0valitee

          @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!

          R Offline
          R Offline
          N0valitee
          wrote on last edited by
          #4

          @regis oh alright, thank you!!

          1 Reply Last reply
          0
          • R N0valitee

            @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!

            CreatiCodeI Offline
            CreatiCodeI Offline
            CreatiCode
            wrote on last edited by
            #5

            @regis

            We have released a fix for this issue, so it should work now. If you sitll see any issue, please let us know.

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