I have another crash.
Sorry me for this =)
Creating "little" test .blend files, probably, is not the best idea.
Often can't reproduce, as in case with https://github.com/UPBGE/blender/issues/950
I had code with 100% probability to reproduce, but loosed it.
Also I think now, maybe this issue was causing crash I described in https://github.com/UPBGE/blender/issues/950...
So in this branch I created bookmark with 100% crash:
https://bitbucket.org/new_novel/oasis/src/default/
Steps to reproduce:
hg clone https://[email protected]/new_novel/oasishg update -r bug/upbge/KX_GameObject.colideupbge ./scenes/dream_tower/dream_tower.blendIt's caused by adding next line to code: player_is_on_block = obj.collide (player) [0]
("./scripts/scene_dream_tower/scene_helpers.py", line 137)
When you stay on some other cubes rather than 3-rd - all is OK (no collision).
If you jump on that cube - there is collision with it.
When you jump from that cube - collision disappears and UPBGE crashes.
Video with bug: https://www.youtube.com/watch?v=UP1wFJugDKM
OS: LInux Mint 19 Cinnamon
Kernel: 4.15.0-39-generic
UPBGE: 0.2.4
GPU: Nvidia Geforce GT 840m
If you are using collision sensor the correct format is
if collision.positive:
player_on_platform = collision.hitObject
if you are using callback for this I am not sure why but I think that is
causing your crash.
On Mon, Nov 26, 2018 at 5:12 PM Vladislav notifications@github.com wrote:
I have another crash.
Sorry me for this =)Creating "little" test .blend files, probably, is not the best idea.
Often can't reproduce, as in case with #950
https://github.com/UPBGE/blender/issues/950
I had code with 100% probability to reproduce, but loosed it.So in this branch I created bookmark with 100% crash:
https://bitbucket.org/new_novel/oasis/src/default/Steps to reproduce:
- pull repository: hg clone
https://[email protected]/new_novel/oasis- move to bookmark with crash: hg update -r
bug/upbge/KX_GameObject.colide
(or checkout to that commit: "dac3134aa664")- open scene in upbge: upbge ./scenes/dream_tower/dream_tower.blend
- press P and see a crash
It's caused by adding next line to code: player_is_on_block = obj.collide
(player) [0]
("./scripts/scene_dream_tower/scene_helpers.py", line 137)Video with bug: https://www.youtube.com/watch?v=UP1wFJugDKM
OS: LInux Mint 19 Cinnamon
Kernel: 4.15.0-39-generic
UPBGE: 0.2.4
GPU: Nvidia Geforce GT 840m—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/UPBGE/blender/issues/952, or mute the thread
https://github.com/notifications/unsubscribe-auth/AG25WeaDpBfblnWaBWHiY8yUMft20f1Pks5uzJFzgaJpZM4Y0VM_
.
@BluePrintRandom , thanks, but I'm using Always sensor =)
It moves my block a little bit, and it should check collision with player. If it's present - than move also player a little bit.
then use the bvhTrees. they also detect the collision between geometries.
Your player must have a collision box and you can check the intersection between the obstacle and the collision box testing the bvh every logic tic
Or use a ray and if it hits yourplatform state grab a local,
Local = platform.worldOrientation.inverted()*(player.worldPosition -
platform.worldPosition)
And next frame use stored local to set player position
Player.worldPosition = platform.worldTranform*local
Player key presses on platform manipulate local
On Tue, Nov 27, 2018, 6:40 AM Stefano Romano <[email protected]
wrote:
then use the bvhTrees. they also detect the collision between geometries.
Your player must have a collision box and you can check the intersection
between the obstacle and the collision box testing the bvh every logic tic—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/UPBGE/blender/issues/952#issuecomment-442081639, or mute
the thread
https://github.com/notifications/unsubscribe-auth/AG25WYDYHKmItKPLJkZgjA30n1gLsGpdks5uzU7OgaJpZM4Y0VM_
.
@BluePrintRandom , thanks, I thought about rays too, but hadn't time to make it.
@RomStef , Thank you very much. I was searching a way detecting collisions without physics engine using only their geometries for a long time.
Hope, I could somehow detect intersections of two objects when one will have no physics at all =)
I think that this issue may be somewhat related to #916 (though I'm not 100% sure, it sounds very simillar).
It works OK in current 0.2.5. Thanks for reporting.
Closing now