Bug Issue: Small Collision Boxes created at runtime have different physics responses

Pages: 1


  • Master Stencyler
  • *
December 25, 2023, 05:34:30 pm
b12103, running on Windows.
Terms used:
  • Physical Box: collision box created in the actor's "Collisions" tab.
  • Logical Box: collision box created in a behavior through the "add rectangular collision shape.

Actors that have logical boxes that are smaller than their full dimensions (animation's width and height) have different physics responses than physical boxes, or full-sized logical boxes. More specifically, an actor is moved considerably further when the same force is applied. If the actor has more logical boxes at the same time or a mixed of logical and physical, it moves less. I think the logical boxes are not following the actor's physics settings, and multiple at the same time might be doing something funky as well.

Test game provided:
Debug drawing is on. One behavior, with the option to create two different collision boxes and an input event to move the actor. All actors move upward with a force of 10.
Five actors:
-Physical and Physical Large: have their collision boxes handled through the Collisions tab.
-Logical and Logical Large: don't have collision boxes. The behavior creates them.
-Mixed: have both physical and logical boxes.

Press "up" to make all the actors be pushed upward. "Logical" (red) will hit the ceiling while the others will perform a tiny hop. "Mixed" (grey) will hop lower than the others, which is more noticeable if you press "up" continuously.
« Last Edit: December 25, 2023, 05:45:26 pm by Luyren »

New attachment added by Luyren - December 25, 2023, 05:34:52 pm

Pages: 1


  • Reported
    December 25, 2023, 05:34:30 pm
  • Updated
    December 25, 2023, 05:34:52 pm

  • View Status
  • Type
  • Status
  • Priority
  • Version
    3.5.0 beta 1
  • Fixed in
  • Assigned to
  • Category
    Compiling/Testing Games



* A Collision Box Bug.stencyl (143.72 kB - downloaded 1468 times.)