Skip to main content

Use Case 1 Players and Walls

Use Case 1

Problem Statement​

We have a player, and we want it to not pass through walls or obstacles. (boundaries and obstacles)

We are showing how to encapsulate an area like a room, we are demonstrating a class 'pushed block' mechanism. This includes changing the players speed when pushing.

Demonstrates:

  • Player with active collider
  • Walls with fixed colliders
  • Block with passive collider
  • Composite Colliders
  • Using collision events and event parameters
  • Using Debug mode to see the colliders

Using the demo:

  • WASD keys move the player around
  • You can't leave the room
  • You can push the block (Zelda style)
tip
  • Using the 'separate' setting on composite collider allows for each element of the composite to register collider events
  • Use an actor's velocity to move them to optimize collision resolution
  • Click 'Toggle Debug' to see the example without the debug draws for colliders

Takeaways from this use case​

Using different collider types.​

Walls are fixed, Players are Active, and items that need to be 'managed' different can be passive and then you can determine how the behave when they collide

Composite Colliders​

You can provide numerous colliders to an actor, and then combine them into 'one' collider to create unique shapes,... like room boundaries.

Using the events​

When an event fires for an Actor, you can sort through all the events by the 'other' parameter and respond differently based on what is hitting the Actor.

Debug mode​

You can set debug mode programmatically, or use the dev tools to enable/disable.