is there anything like a dynamic sensor?
I need to detect collisions with an enemy that can walk on the floor and has all physics applied, so that when my main character touches him, a collision is fired and he receives damage. Problem is, i don’t want them to interact physically, i don’t want one to move each other.
The enemy should behave as a sensor, but if i use isSensor=true, it just falls through the ground.
I also tried collision filters but they just avoid collision between determined objects.
Please, any help? [import]uid: 105206 topic_id: 25320 reply_id: 325320[/import]
So you want to you isSensor but you want the capabilities of a non sensor object?
What you could do is do a have the enemy itself be a isSensor, then do a joint welding a non sensor object to the bottom half. So when the player and enemy touch, they can still pass through each other and you can use the sensor capability, but while retaining physics interaction.
[] << enemy isSensor = true
– << small line, or rect whatever that isn’t a sensor
then do a joint and you could either weld or pivot etc the enemy and the non sensor object to eachother.
I had to do something like this, but I hear there are other ways that are a lot more complicated.
Perhaps, you could place some small sample code of what you are doing and we can take a looky look?

ng [import]uid: 61600 topic_id: 25320 reply_id: 102280[/import]
Thanks Nicolas! I’ll give a try an tell you where i get! [import]uid: 105206 topic_id: 25320 reply_id: 102658[/import]