Search found 9 matches
- Mon May 13, 2013 12:39 pm
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: InitialCollisionDetected event not firing
Thanks solution 1 worked perfectly.
- Sat May 11, 2013 2:00 am
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: InitialCollisionDetected event not firing
Here is my current relevant code, which does not result in the desired behavior. Specifically it seems the attached object (B) does not rotate about the owner's (A) origin. Is there something wrong with the way I'm doing things? public void AttemptToGrab() { if (Grabber == null) { Ray myRay = new Ra...
- Mon May 06, 2013 12:13 am
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: InitialCollisionDetected event not firing
Yeah, that did it. Along with a high MaxCorrectiveVelocity, applying parents forces to child and disabling the childs gravity;
- Sun May 05, 2013 9:03 am
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: Attaching Entity to parent
Sorry for the double post, I have another question. What kind of constraint would I use if I want something to be 'held' (remain fixed distance from. when parent rotates, it rotates around parent. (essentially Become a transformational child)) by another entity? I thought WeldJoint was meant for thi...
- Tue Apr 30, 2013 11:25 pm
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: InitialCollisionDetected event not firing
Ok, I got it compiling In regards to my initial problem, it seems the issue was my code not BEPU. Sorry for wasting your time without thoroughly checking through my code first. As you can see from the collision function below, it will not do anything if it collides with a static collider anyway: pub...
- Tue Apr 30, 2013 8:12 am
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: InitialCollisionDetected event not firing
Adding the dll's resulted in the following compiler errors; Error 1 The type or namespace name 'Collidables' does not exist in the namespace 'BEPUphysics' (are you missing an assembly reference?) L:\Users\Cameron\Desktop\ICT309\Drain Explorer\CODE\BasicSetupDemo\BasicSetupDemo\PowerUp.cs 12 19 Basic...
- Tue Apr 30, 2013 12:43 am
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: InitialCollisionDetected event not firing
You can either force it awake by setting entity.ActivityInformation.Activate() Worked perfectly thank you. Though is there away to force it always be awake? In regards to using the compiled dll/xml files from the latest build, pardon my ignorance but how do I set my project to use them. (I'm not to...
- Tue Apr 30, 2013 12:08 am
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
Re: InitialCollisionDetected event not firing
Could you reproduce the issue in the latest version of the BEPUphysicsDemos so I can take a look? It seems to be working fine in that version, is there and updated dll & xml somewhere? (1.2.0 is the version I have been using) I'm not entirely clear on the context The aim of the function is brak...
- Mon Apr 29, 2013 10:05 am
- Forum: Questions and Help
- Topic: InitialCollisionDetected event not firing
- Replies: 16
- Views: 13825
InitialCollisionDetected event not firing
The function assigned to the InitialCollisionDetected event for my (Prefab) Sphere, does not fire when it collides with a StaticMesh. Oddly enough though, the StaticMesh's event function does. Is there a solution to this? Also, I seem to have an issue where calling following can result in the Sphere...