In a nutshell. When my riders finishes triggers are set up to have objects drop on him. Im doing this with Area Trigger (on hit)-> Impulse Delay (1.3s) -> Impulse Splitter -> (8) Physics Effect (on) -> Object (spikey ball)
Now when I test if its working in the editor i.e. rider is at finish line i press back button. All the balls drop exactly how i want them too.
But when i test the track only 1 ball will ever fall. This is really frustrating i hope im missing a simple step.
You probably have the balls outside of the 'Physics Bubble' and need to either move them all closer to the rider, or use animation (Object Position Event).
When using the BACK button in the editor, everything will work fine. However when you are actually in the game, items must be inside the physics bubble for them to have dynamic physics.
Unfortunately, it does -- I would love it if RedLynx would add the ability to enable an object's physics regardless of the physics bubble. However, I suspect that it would be difficult to do this given that the physics engine needs to consider static objects as well as dynamic ones when calculating collisions.
The whole point of the physics bubble is to keep performance high.
What I did for the ending cinematic in one of my tracks, was created an object position event, and then used a couple triggers to simply enable physics and disable the object position event once It got to a certain point (Within the Physics Bubble)
You can see it at the end of the video here:
At the end of this video, I have the 'meteor' barreling towards the car with an object position event, because it was too high for physics to work. I then set an 'on hit' event with the meteor and the car. When the meteor hits the car, the physics for the meteor is enabled, and that way it 'appears' to work like a normal physics object.
I had never done animation before and I found it incredibly simple if you are used to the triggers and events in the editor.