Sometimes when an object is traveling fast enough, it goes through the ground instead of bouncing off of it and gets stuck there. Is there any way to either prevent it from going into the ground or at least detect when this has happened?
My object is set to 'fast object'.
try checking fast object under its physics
get the Y position of your object using an object position data source when it is on the ground, then use a generic filter to see if the Y position is below that number and set a true event.
This.Originally Posted by RickyReb
@rickyreb, p4inkiller
thank you, but the object is attached to the bike and as such is always traversing a different part of the level where the ground changes height frequently. This approach would not work.
@dasraiser it IS set as a fast object, like I said in my first post.
use a dummy object and set the Y for it to 0 and its x,z to the bike
each frame interval get the dummy object position and it should be at ground.
edit, i found out it was the glue pivot that was being prevented from going underground and not the objects connected, even if the y value was well below, glue a dummy and move the pivot and dummy to the detection point, as a test you should be able to send the OPE a y value that puts the glued dummy underground, now get the difference between the y on the input and the y on the dummy.
not tried this, but observations on my own code says it should work.
@dasraiser
If I understand you correctly, a glue pivot is never allowed to go below ground? So setting it far below would instantly pop it up to ground level? Is that correct?
thats what ive observed with my code that controls a guilding path , you can see it in RoosterBooster V1.1 and marks the path to the next ring.
you should be able to get the position after it has been set by the OPE, ive not tested to see if there is a difference, i would have thought there should be tho.