[SOLVED] Collision triggers and rotation


#1

Hello, I have a problem with collision triggers.

I have main entity which contains a lot of platforms with collision triggers.

The problem is that when I rotate that main entity,

the meshes are correcly rotated, but their collision trigger space remains fixed.

Here is a demo: https://launch.playcanvas.com/751420?debug=true

The browser console displays always the name of the original platform,

regardless of being rotated by the main entity.

Is there a way to rotate the main entity and make the collision trigger

of their children rotate as well?

Thanks,


#2

You use a static rigid body? If yes, then try to set for all the elements a kinematic rigid body. In this case, the collision will move behind the model.


#3

Hello, thanks for the answer.
The platforms have a collision component, but not rigidbody. The ball has both.
I’m using collision triggers.


#4

playcanvas doesnt have triggers making it kinematic may solve your problem considering since the platform is called static the collision wont move with platforms… in the end you can add a new collision without a rigidbody to call something when the ball hits it.


#5

Solved by adding RigidBody to the platform and using ‘oncontact’ event.
Thanks for the help