Detecting Collisions

Chipmunk2D Bindings for the Unity3D engine
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Roland
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Re: Detecting Collisions

Post by Roland »

Ah, I see what you mean. Personally, if it's the same arbiter that'd be passed around between multiple handlers I wouldn't mind it being modified in an undefined order and have the simulation simply use whatever state the arbiter was left in, leaving it up to the programmer to keep track of things if desired. But I see how that might open up a pretty little can of worms that might get into someone else's sandwich and break down an otherwise perfectly fine metaphor.

I'm still having trouble with my collision method suddenly not getting called when it should be. It happens so quickly that I doubt the body has time to go to sleep, and in fact I stop getting collisions while it's still moving or if something else sets it in motion again (while still inside the sensor's area). Just to be safe I added a script that calls Activate() every FixedUpdate() on the object's body, but no joy.

If I can simplify the project to encapsulate the results would you be willing to take a look at it?

EDIT: Seems to only be happening on objects with circle shapes...?
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slembcke
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Re: Detecting Collisions

Post by slembcke »

Hmm. Yeah a replication project would be helpful if you can.
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Roland
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Re: Detecting Collisions

Post by Roland »

Thanks, I've sent you an e-mail at your webpage's contact address.
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Roland
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Re: Detecting Collisions

Post by Roland »

There was a bug that was not reporting collisions for circle shapes that were completely inside of another shape. This has now been fixed in the latest version (1.0.2). Thanks guys!
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slembcke
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Re: Detecting Collisions

Post by slembcke »

Ah yes. Closure. (and thank you again for making the replication project)
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