absolutely hard wall's body?

I have a problem with physics engine. I want to make an absolutely hard brick’s body but it seems impossible.
I have the square bricks (tiles). I built the wall. I used: density = 10, friction = 10, bounce = 0, but every time I keep direction “button” pressed and my hero reaches the wall he goes inside the wall a few pixels deeply. When I release the button, the hero steps back.

The most problematic feature is when I jump on the wall keeping direction button: the hero always sticks to the wall and he hangs.

I tried anything from this tutorial but without success: http://www.coronalabs.com/blog/2011/08/08/solutions-to-common-physics-challenges/

How can I define an absolutely hard body? [import]uid: 193524 topic_id: 35877 reply_id: 335877[/import]

Hello @nosty,
I seems that, by continuing to press the “direction” button into the wall, that you’re constantly forcing your object to “dig inside” it. What I suggest is that you find a way to control that… perhaps you use sensor body around (and slightly bigger than) the main body, and when it overlaps a wall, you tell your “direction” routine that it should no longer apply any force or motion in that direction. When the sensor region exits the wall, the direction motion can once again resume. This is similar to how many developers approach the “is my character standing on the ground so he/she can jump?” in a 2D platform game, just with that concept extended to vertical walls.

Brent [import]uid: 200026 topic_id: 35877 reply_id: 142651[/import]

Thank you. I can use a workaround as you wrote of course. I just thought that I define something wrong for physics engine. [import]uid: 193524 topic_id: 35877 reply_id: 142699[/import]

Hello @nosty,
I seems that, by continuing to press the “direction” button into the wall, that you’re constantly forcing your object to “dig inside” it. What I suggest is that you find a way to control that… perhaps you use sensor body around (and slightly bigger than) the main body, and when it overlaps a wall, you tell your “direction” routine that it should no longer apply any force or motion in that direction. When the sensor region exits the wall, the direction motion can once again resume. This is similar to how many developers approach the “is my character standing on the ground so he/she can jump?” in a 2D platform game, just with that concept extended to vertical walls.

Brent [import]uid: 200026 topic_id: 35877 reply_id: 142651[/import]

Thank you. I can use a workaround as you wrote of course. I just thought that I define something wrong for physics engine. [import]uid: 193524 topic_id: 35877 reply_id: 142699[/import]

Thank you. I can use a workaround as you wrote of course. I just thought that I define something wrong for physics engine. [import]uid: 193524 topic_id: 35877 reply_id: 142699[/import]

Thank you. I can use a workaround as you wrote of course. I just thought that I define something wrong for physics engine. [import]uid: 193524 topic_id: 35877 reply_id: 142699[/import]