davrous Posted March 21, 2017 Share Posted March 21, 2017 Hello, As some of you may know, we have been forced to introduce a breaking change in the way to use the physics engines starting with v2.4. We try as much as possible to avoid breaking but sometimes it can help introducing a much better way to achieve something. This is the case for physics as now, the physics impostor and its associated mesh are better linked. To better understand why, extract from the doc: "The physics impostor synchronizes the physics engine's body and the connected object with each frame. That means that changing the object's position or rotation in Babylon code will also move the impostor. The impostor is also the one updating the object's position after the physics engine is finished calculating the next step". In previous implementation, we had a lot of users questions & feedback that didn't understand why moving the mesh wasn't doing anything once it was transformed into a "physic object". Please read our documentation to better understand how to use physics in Babylon.js: http://doc.babylonjs.com/overviews/using_the_physics_engine I've then updated my tutorial and the default sample of our main page: - Understanding collisions & physics by building a cool WebGL Babylon.js demo with Oimo.js: https://www.davrous.com/2014/11/18/understanding-collisions-physics-by-building-a-cool-webgl-babylon-js-demo-with-oimo-js/ - Main sample: http://www.babylonjs.com/Demos/Physics/ Thanks! David jerome, ian, Wingnut and 2 others 5 Quote Link to comment Share on other sites More sharing options...
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