playcanvas / playcanvas/engine
Be able to activate a trigger entity with static rigidbody
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- Dominant language
- JavaScript
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- Merged PRs (30d)
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Description
Currently it's not possible to activate (trigger) a trigger entity with a static rigidbody. Sinds I use moving triggers (such as a bullet), it will be nice if these will be activated by a static rigidbody as well. (The reason why I use a trigger is because otherwise dynamic rigidbodies will be affected with a force when hit by for example the bullet).
My current work around is to use kinematic rigidbodies for all static objects, but performance wise this is not recommended.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the engine's trigger and rigidbody collision handling, then reproduce the case with a moving trigger entity and a static rigidbody. Done means the static rigidbody activates the trigger while dynamic rigidbodies are not affected by an unintended force; add or run a regression test for that scenario if the project provides one.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100