1. #1

    Physics outside of physics bubble?

    Is there a way to have physics work when it’s not in the bubble? What I’m trying to is have a plane crash and explode in the background. Since it’s not in the bubble I cannot get an effect or anything else that needs physics to be activated when the plane comes into contact with the area trigger.
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  2. #2
    Originally Posted by DragonCon Go to original post
    Is there a way to have physics work when it’s not in the bubble? What I’m trying to is have a plane crash and explode in the background. Since it’s not in the bubble I cannot get an effect or anything else that needs physics to be activated when the plane comes into contact with the area trigger.
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    you need to use object position events, and interval triggers etc
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  3. #3

    The only object I've encountered that can "sort of" have physics outside the physic's bubble is the Area Condition. If you set the Area Condition's affected object to say, a dummy object, and then just place the Area Condition right on top of the dummy object, it will change the Environment Settings no matter where you are; even if it's halfway across the Fusion map. (I know this works because I've done it multiple times for my released Skillgames)
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  4. #4
    TeriXeri's Avatar Senior Member
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    If it's meant for decoration/background animation, best to use OPE and a bunch of well-timed (impulse delays are very handy to make a timed chain of events) movements/effects/sounds to make it look like it explodes.

    You can also make physics bubble a bit larger for a part of track using data sources but it does affect performance if there's a lot of physics objects being affected at once but even then it cannot be very far from driveline.
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