Static Sphere and Oriented Bounding Box collision tutorial
GameDev.Net
JUNE 10, 2025
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GameDev.Net
JUNE 10, 2025
Cancel Save Advertisement Popular Topics How to get a general idea of process heap availability?
Cocos
FEBRUARY 23, 2025
Hi, Im using Creator 3.8.5 & handling 2d collision - to get direction of 2 objects when they collide My physics engine is 'Box2D based 2D physics system" I followed this article docs.cocos.com 2D Contact Callback | Cocos Creator Cocos Creator Docs and my code goes here ballColliderComp.on(Contact2DType.BEGIN_CONTACT,
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Harold Serrano
NOVEMBER 17, 2024
Want collision? One Last Piece: The Collision System With almost every system in place, I’m now working on the Collision System—the last big piece of this rewrite. After wrapping up the Collision System, my focus will shift to finalizing the documentation and writing tutorials. Want to add physics? setEntityKinetics().
Mircosoft Game Dev
MARCH 6, 2025
Features Update OpenXR to Khronos 1.1.41 release This version of XR Tools has been updated to contain Godot 4.2 mesh formats and thus requires Godot 4.2+.
GameDev.Net
JUNE 8, 2025
I am successfully running a numerical algorithm to determine the collision between gravitational field lines and an axis-aligned bounding box – [link] I am trying to come up with an approximation. Below is one of many ways I've tried to attack the problem. How would you do it differently? MyBig get_inters
Cocos
MAY 30, 2023
Can you share your collision callback function? It seems you are assigning readableonly variable?
Cocos
JUNE 26, 2023
I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to “dynamic”. However, this causes the “Character” object to be affected by gravity, which I don’t want. normalize().multiplyScalar(this.speed);
Cocos
JULY 6, 2023
I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
Cocos
JULY 3, 2023
I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
Cocos
JUNE 28, 2023
I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
Cocos
JUNE 28, 2023
I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
Cocos
JUNE 25, 2023
we will solve this problem in the following issue github.com/cocos/cocos-engine Prefabs with polygonCollider returning wrong collision normal opened 02:02AM - 26 Jun 23 UTC lealzhan [link] … lision-normal/58972 Hello guys, I am working on multiplayer platformer game using colyseus. y: z.getWorldManifold().normal.y,
Cocos
JUNE 19, 2023
= null) { console.log(z.getWorldManifold()); this.socket.send(“Collision”, { collisionVecs: { x: z.getWorldManifold().normal.x, Because of this, the impulse I am applying on them at contact point is in same direction which is making them move in same direction after collision. y: z.getWorldManifold().normal.y,
Game Development for Beginners
JULY 10, 2023
When it comes to implementing bullet physics in Unity, understanding how to efficiently spawn and control bullet movement, as well as handle collisions with fast-moving objects, becomes crucial. In this article, we will see, how to implement bullet physics, ensuring their smooth movement and accurate collision detection. Read more
Cocos
MAY 15, 2023
can you post any real-time examples of collision detection and collision ignorance?
Cocos
MAY 15, 2023
can anyone tell me how to detect collision in cocos creator and how I can ignore the collision between two rigid bodies? kindly describe with an example. thanks in advance I am using version 3.7.2.
Cocos
JANUARY 23, 2023
Hi, i’m relatively new on Cocos Creator, but i hope i can help you because i’m working on collision from a while me too. At your node you need add two components, RigidBody2d (Kinematic, Static or Dynamic, depends on your needs) and a BoxCollider (Circle or whatever you need).
Harold Serrano
DECEMBER 1, 2024
The engine includes the following systems: Rendering System Physics System Steering System Animation System Collision System (coming soon) PBR (Physically-Based Rendering) support Although the rewrite is not yet complete, the Untold Engine has reached a stage where you can create simple games.
Cocos
JULY 1, 2024
Destoying from scene shows all children deleted, but still childrens are visible in scene on collision : - On collision with the saw, this is happening : - onLoad() { this.animationComponent = this.node.getComponent(Animation); this.animationComponent.clips[0].name What’s happening wrong with the collision detection code?
Cocos
MAY 15, 2023
Go to Project Settings → Physics → Collision Matrix There, you can create groups and assign which group interact/ignore with which group. Then, in your node’s collider, assign the desired group for it. I’d suggest you to please read documentation and tutorials first and read them alot. Just my two cents and enjoy coding!
Cocos
SEPTEMBER 16, 2024
B grows and is now of size 2, and is still touching A - however, this won’t trigger a new collision event. I am aware I can just listen to the collision stay event, however that seems pretty inefficient as I only need to check again after the size changes… Is there any other, more efficient way to do that?
Cocos
JANUARY 25, 2023
How can i intercept and calculate the collision from a static and a kinematic body? oh that one, yes. I have my elements. But what i don’t know how to work is on the callbacks.
Cocos
JUNE 13, 2025
a collision or user interaction) is later applied, it should react normally. linear/angular damping, friction, contact/collision margins) should I adjust to let it stabilize and lock in place? If another force (e.g. Questions What’s causing that continuous jitter when it first contacts the groove? Which physics properties (e.g.,
Cocos
AUGUST 10, 2023
Link: 2D Physics & Collision | Cocos Creator - YouTube I just upload a recent video on youtube teaching the basics of physics in cocos creator. I’ll be making more videos in the future so be sure to subscribe. I’ll also be available to chat here!
Cocos
AUGUST 10, 2023
Link: 2D Physics & Collision | Cocos Creator - YouTube I just upload a recent video on youtube teaching the basics of physics in cocos creator. I’ll be making more videos in the future so be sure to subscribe. I’ll also be available to chat here!
Cocos
JULY 11, 2023
I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to. However, the “Character” object doesn’t collide with other objects that have a Rigidbody2D and a Collider2D attached.
Harold Serrano
DECEMBER 4, 2024
Such mechanics would be perfect for testing the collision system, which I have yet to develop. So, now is time to make the game entertaining. I’m thinking of adding power-ups throughout the city which will make the car go faster. I also want the game to be played on the Apple TV.
Cocos
MAY 10, 2023
Now I need handle collision of weapon with other collider(enemy…). I know sine cocos creator 3x we need add rigidbody2d to handle collision. I’m using cocos creator 3x. I’m making character and weapon. I have player node and weapon is a child node. And I add rigidbody2d with body type kinematic for player node and weapon node.
Cocos
DECEMBER 25, 2022
I’m trying to handle the collision of two sprites, i added BoxCollider2D to the sprites. One sprite can jump (changing the y coordinate through animation), named "character ", the other is a static object, named “key”. code for the "character ". start () {. this.collider = this.node.getComponent(BoxCollider2D); if( this.collider ) {.
Mircosoft Game Dev
FEBRUARY 17, 2025
3D: Fix collision reposition with CSGShape3D ( GH-102286 ). Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ). This section covers the most relevant changes made since the beta 3 snapshot , which are largely regression fixes. 2D: Fix Camera2D limits drawing ( GH-102868 ).
Cocos
JANUARY 23, 2023
Have you checked matrix of collision?
Cocos
JANUARY 24, 2023
No, can you give me some instruction on how to manage kinematic body and to solve the collisions?
GamesIndustry.biz
JUNE 28, 2023
Speaking at the Collision conference in Toronto on Tuesday, Radulovic-Nastic downplayed the idea that developers should be worried about their jobs because of the tech. "I I personally believe that Gen AI will be a co-pilot to our people, and has the opportunity to scale and enhance human creativity," Radulovic-Nastic said.
Cocos
JANUARY 15, 2023
Looking at your question it should be, just collision detection to make the object stop, no need to generate physics effects. What version of Creator editor are you using?
Cocos
JANUARY 15, 2023
Can you refer to this demo and try using the collision detection function? github.com. CocosCreatorHowToUse/proj/Physics/Creator3.6.0_3D_PhysicsTriggerEvent at v3.6.x. x/proj/Physics/Creator3.6.0_3D_PhysicsTriggerEvent. Contribute to yeshao2069/CocosCreatorHowToUse development by creating an account on GitHub.
Cocos
MAY 12, 2025
I changed RigidBody2D.Type to Kinematic and Allow Sleep to false , and now the bullets are overlapping and registering collisions correctly. So I have made some progress. However, may I ask whether or not this will impact performance significantly?
Cocos
MAY 26, 2023
I suddenly encountered the same problem, the version I am using is Cocos Creator 3.7.3, Unfortunately with your approach I get the following error:
Cocos
MAY 18, 2023
document: [link] [link] case: github.com cocos-example-projects/physics-3d at master · cocos/cocos-example-projects master/physics-3d Contribute to cocos/cocos-example-projects development by creating an account on GitHub.
Cocos
MAY 15, 2023
Documentation is you friend → Physics System · Cocos Creator
Cocos
JULY 3, 2023
I’m mainly of the idea that if something works, doesn’t mean it’s the best approach. I am using that currently, but I would have been happier understanding why I can’t use the other approach.
Cocos
MAY 16, 2023
Thanks @StudioAMK. My player use gravity(not set 0) and body type is dynamic. I move player by linearVelocity.
Cocos
MAY 12, 2023
How are you moving the player? By using force (using physics) or by updating its position property? Refer to each type Here. Some type ignore the mass and may not work with physics. For your case, you better use “Dynamic” type and turn off allow sleep checkbox as well for both the Player and the Weapon.
Cocos
MARCH 12, 2023
ok, I think the problem is solved. onLoad () { this.rigidBody2D = this.getComponent(RigidBody2D); } onEnable() { this.rigidBody2D.linearVelocity = Vec2.ZERO
Cocos
MARCH 12, 2023
another problem is that the speed increases every time the node is reactivated. it related problem onBeginContact: Error while set active property on node
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