Collision registering

Hi all,

I seem to have a problem where I cannot get a kinematic body to register a collision with a static or dynamic.

Are there any special rules regarding this?. If I make my kinematic body dynamic everything collides as expected so I know the collision flags etc. are correct.

thanks in advance

Ok, I am *wondering" if I make my touch object dynamic but linked to a joint (which is the touch point).

Then *presumably* I can drag it around and get all collisions registered.

Is this the correct approach?

Basically I wish a dragable object which has no physics impact but all collisions are registered.

thanks

Hi @m.hula,

In a collision, at least one of the bodies must be dynamic… or both. You won’t get collisions between a static and kinematic body or a kinematic-kinematic, for example. If you require the draggable body to be dynamic, but you have gravity in place and don’t want it falling under the force of gravity, you can set the object’s “.gravityScale” to 0.

Hope this helps,

Brent Sorrentino

Ahhhhh!

But surely ‘pulling’ the dynamic body around without gravity is ‘wrong’ i.e. I will need a joint of some kind to move it properly within the physics.

Also, what happens if I need a collision check between a kinematic and kinematic ; what can I do?

Kinematic body with a jointed dynamic (is sensor ) body just so I get the collision???

This arrangement i.e. 1 body MUST be dynamic seems quite odd…

Cheers

Ok, I am *wondering" if I make my touch object dynamic but linked to a joint (which is the touch point).

Then *presumably* I can drag it around and get all collisions registered.

Is this the correct approach?

Basically I wish a dragable object which has no physics impact but all collisions are registered.

thanks

Hi @m.hula,

In a collision, at least one of the bodies must be dynamic… or both. You won’t get collisions between a static and kinematic body or a kinematic-kinematic, for example. If you require the draggable body to be dynamic, but you have gravity in place and don’t want it falling under the force of gravity, you can set the object’s “.gravityScale” to 0.

Hope this helps,

Brent Sorrentino

Ahhhhh!

But surely ‘pulling’ the dynamic body around without gravity is ‘wrong’ i.e. I will need a joint of some kind to move it properly within the physics.

Also, what happens if I need a collision check between a kinematic and kinematic ; what can I do?

Kinematic body with a jointed dynamic (is sensor ) body just so I get the collision???

This arrangement i.e. 1 body MUST be dynamic seems quite odd…

Cheers