edited March 2016 in Makinom Support
I'm trying to create a schematic that will rotate a gameobject until it detects that the machine object has hit level geometry. Unfortunately, I can't seem to find any collision nodes that allow me to check whether I've collided with anything with a collider (instead of just with another actor). Am I missing a node or a setting that would allow this?
Post edited by gamingislove on
Tactics RPG Grid Battle System for ORK
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  • No, that's what you'd use Collision Machines for. For checking in a schematic you'll have to use Raycast nodes.
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  • edited March 2016
    Edit: Nevermind, looks like I got it. Thanks!
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • edited March 2016
    Can't say I've ever tried that - but that's up to Unity to fire collision events or not ...
    Just make sure your machine's setup is correct, e.g. if the game object isn't the player, you'll have to set it up that way.

    If you're using triggers, you'll need to use Trigger Machines :)
    Post edited by gamingislove on
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • edited March 2016
    Yep, I had a situation where I needed different machines to execute depending on whether it was a collision or a trigger. Turned out the solution was to just have two colliders on the gameobject, one trigger, one not; and a trigger machine and collision machine on the same gameobject as well. Worked like a charm! :D
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
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