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Using custom shapes to detect objects and trigger events

  • JRL101

    Did you try sculpting the shape you want from the basic shapes?

  • JRL101

    I think you can set a.trigger.zone to a custom shape. If not a cone sunk into the ground might give you the shape you want.
    Hooking up multiple detection zones to an or gate will help to.

    There's also an option to hide an object in play mode. So for example you fould pin and object that ignores gravity etc is movable and can collide with stuff but stuff can collide with it. I think that should work.

  • Puntolory

    I did try sculpting the shape from what I had (and since I want to use it with the same function of a trigger zone I already expect to have to hide it in play mode); the problem is the fact that I couldn't find a way to have a 'trigger' turn on and send a signal when something entered/went through the invisible sculpt (as a unmovable object with no collisions or movable/anti-grav object with no collisions), which is what I'm looking for.

    I was thinking of ways I could achieve the 'prism' trigger zone with the sensor gadget, I could sculpt it out of multiple trigger zones (one cylinder trigger zone and multiple cube trigger zone) and then use AND/NOT gates, but it means using a lot of them for each 'custom trigger zone', however as I said this isn't really efficient for what I want to do (multiple 'custom trigger zones' across the entire scene). I'll have to try again and see what I can do with the cone shape trigger zone, though.

    Thanks for replying.

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