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Showing results for tags 'disabled'.
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Hi, Don't know if this is intended behavior but ActionManager executes actions on disabled meshes too. Don't want it run on disabled meshes. Also actions registered with a parent mesh are not executed by children. Got children to execute parent action by registering action to each end child. For meshes disposed/created actionManager to toggle action execution when they are disabled/enabled. So found a way around both, if anyone is looking for it. If there is a better way, please tell. Would love to see ActionManager handle this internally. Thankyou And yeah pg: http://www.babylonjs-playground.com/#IJKYDQ
Hi, Why is it that when I have a mesh disabled (i.e. mesh.setEnabled(false)) any intersectsMesh by it or against it returns true? Setting the method's second parameter 'precise' to true does not help. This output seems counter intuitive and I do not believe it is what anyone would expect. In fact, my intuitive expectation is that by having the mesh disabled, any intersectsMesh on it or against it should return false (even if the mesh being tested with it is in the same position that it would appear in if enabled). What do you think? Playground showing the problem (watch out for the browser console which prints the result of the intersectsMesh method testing two exclusive spheres in position which one of them is disabled): http://www.babylonjs-playground.com/#PD7PP#0
Hello, it is me again. I have a tileset(16x16 each square) I made a tiled map with it and exported as .json After importing it into Phaser game it works fine, collision works... But when I scale the layer by two, the collision is not working(Debugging the layer shows tile body) Please help me! Also, I am not sure how the values should be in - map.setCollisionBetween(n,m); The code for that: //This goes into create function map = this.game.add.tilemap('map'); map.addTilesetImage('tiles'); map.setCollisionBetween(1, 400); layer = map.createLayer('normal'); layer.scale.set(2); layer.resizeWorld(); this.sprite = myGame.game.add.sprite(200,400,"player"); this.sprite.smoothed=false; this.sprite.scale.setTo(2); this.game.physics.enable(this.sprite); this.game.physics.arcade.gravity.y = 200; //This goes into update function this.game.physics.arcade.collide(this.sprite, layer);