The rigidbody of the enemybullet entity is static, which is only for non moving entities and I don’t see any collision function in your script.
All the hit detection is done in the player movement script, that way it is all in one spot and I don’t have to search for it.
1 Like
Though, I want to make it so they don’t stop the player when they touch the player, as they push. How can I make them phase through the player?
What about using the bullet as a trigger? For that you need to modify the script and remove the rigidbody component. (Please note that a trigger not work on an entity with a static rigidbody component).
How would I modify it?
On the manual page below you can see the difference between collision and triggers.
https://developer.playcanvas.com/en/tutorials/collision-and-triggers/
I got it to work, thanks!
1 Like