I’ve been trying this with isSensor = true / false on both the player object and the platform itself (as tried here : http://developer.anscamobile.com/forum/2011/12/23/any-platform-gurus-around)
The sensors solution simply doesn’t work. If a platform is switched to be a sensor, patrolling enemies or static items will fall off.
If the player is switched to be a sensor, should the platform be near a wall, the player being a sensor will go through or get stuck in the wall.
I’d like to use collision filters but they may only be set on creation of a physics body.
I’ve searched for dynamic alteration of physics body collision filters on runtime but none show any solutions (all pointing to a feature request but still nothing yet…) :
http://developer.anscamobile.com/forum/2012/01/03/change-filter-criteria-collision
http://developer.anscamobile.com/forum/2011/02/06/set-collision-filter-after-body-added
I’m using tiles to create the platforms so the current way of dynamically altering filters which is to remove and recreate the physics bodies seems like it will be a crazy thing to do.
Anyone have any better ideas on how to implement this? [import]uid: 118687 topic_id: 22947 reply_id: 322947[/import]
[import]uid: 118687 topic_id: 22947 reply_id: 91844[/import]