I’ve tried rotational damping and linear damping to solve this, but either they just delay the inevitable (circle rolls off) or prevent it from moving even when things (i.e. damped so much nothing can move them)
Here’s the easiest way I can think of to explain the problem:
There are a lot of dynamic objects built up, like in the EggBreaker or Ghosts vs Monsters examples.
The player has to do something to knock them down.
Now, look closely at any of the eggs sitting atop a non-static ground object in EggBreaker. Or change the Tombstone at the top of Ghosts vs Monsters to be a round object.
Because the dynamic objects below them are not “perfectly” balanced 100% of the time (even if they look like it), the circular object will ever so slowly roll in one direction or another until it falls/hits a wall.
What’s the best way to solve this problem? [import]uid: 36054 topic_id: 15177 reply_id: 315177[/import]