playcanvas / playcanvas/engine

Be able to activate a trigger entity with static rigidbody

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#5,669 1 comment 0 reactions 0 assignees View on GitHub

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area: physics enhancement
Dominant language
JavaScript
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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.

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First steps

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  3. Fork the repository and make your change on a branch.
  4. 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

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