Trigger not trigged when not walk
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- Posts: 92
- Joined: Fri May 31, 2019 6:30 am
Trigger not trigged when not walk
When character is not walking it does not trigged trigger. Is this normal? Or I done something wrong.
Re: Trigger not trigged when not walk
Is the character asleep? Collision detection won't run on sleeping pairs.
You could set the trigger's sleep threshold to -1 to force it to be always active.
You could set the trigger's sleep threshold to -1 to force it to be always active.
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- Posts: 92
- Joined: Fri May 31, 2019 6:30 am
Re: Trigger not trigged when not walk
Will it make bepu slow? Thank you.
Um I alway use BodyActivityDescribetion(-1)
I don't know what does it mean thought I just copy it from kinematic in character demo
So it may be another problem
Is it relate to thing I modify in character update goal?
Or it is relate to that I make it stop by update character goal to 0,0
I try to force awaken trigger and character by use
but not success.
it seem there are no kinemetic and dynamic pair in configure contact manifold.
Is kinemetic does not collide with stop body?
Should I use dynamic instead.
and make my DemoPoseIntegratorCallbacks
Update:
Sorry _(_ _)_
It not detect walk character
but it send trigger position back incorrectly.
I see it at character but it is infront of character so it need to walk forward to inside trigger.
Um I alway use BodyActivityDescribetion(-1)
I don't know what does it mean thought I just copy it from kinematic in character demo
Code: Select all
var handle = Simulation.Bodies.Add(BodyDescription.CreateKinematic(trigger.StartPosition, collidable, new BodyActivityDescription(-1)));
Is it relate to thing I modify in character update goal?
Code: Select all
/* (!characterBody.Awake &&
((character.TryJump && character.Supported) ||
newTargetVelocity != character.TargetVelocity ||
(newTargetVelocity != Vector2.Zero && character.ViewDirection != viewDirection)))
{*/
simulation.Awakener.AwakenBody(character.BodyHandle);
//}
character.TargetVelocity = newTargetVelocity;
character.ViewDirection = viewDirection;
I try to force awaken trigger and character by use
Code: Select all
Simulation.Awakener.AwakenBody(bodyHandle);
it seem there are no kinemetic and dynamic pair in configure contact manifold.
Is kinemetic does not collide with stop body?
Should I use dynamic instead.
and make my DemoPoseIntegratorCallbacks
Update:
Sorry _(_ _)_
It not detect walk character
but it send trigger position back incorrectly.
I see it at character but it is infront of character so it need to walk forward to inside trigger.
Re: Trigger not trigged when not walk
Sounds like you figured it out, but here's some more background information:
If there are way more triggers than characters, the characters could be the ones perma-active instead.
Probably not!Will it make bepu slow?
If there are way more triggers than characters, the characters could be the ones perma-active instead.
This just sets the sleep threshold at -1, and since velocity magnitude can't go negative, the object can't go to sleep. It's a perfectly valid way of keeping an object permanently awake.new BodyActivityDescription(-1)
Notably, unconditionally calling this every frame is redundant with setting the character's sleep threshold to a negative value.simulation.Awakener.AwakenBody(character.BodyHandle);
Sleeping bodies of any type (and statics) will not generate collision tests with each other.Is kinemetic does not collide with stop body?
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- Posts: 92
- Joined: Fri May 31, 2019 6:30 am
Re: Trigger not trigged when not walk
Thank for the information.