Comments (9)
Add the collider='entity_model'
to the Entity, wich will add to it a 'hitbox'.
my_entity = Entity(model='cube', collider='cube') # This will add the hitbox
For other questions, you should head on the Discord Server.
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thank you
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didn't work
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Collision detection isn't straightforward unfortunately.
You need the "hitbox" or collider and a raycast. Think of it as a laser which you shoot in a direction for a specific distance and check if it returns a hit on a objects collider, if so, do something.
Check out the documentation of the webpage for some examples and keep an eye out on the discord as Im making a more simpler collider detection which involves coordinates rather than the collider and ray cast.
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thank you
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The first step is to add a collider. See here: https://www.ursinaengine.org/cheat_sheet.html#Collider
And then to raycast: https://www.ursinaengine.org/cheat_sheet.html#raycaster
The raycast will then return a HitInfo: https://www.ursinaengine.org/cheat_sheet.html#HitInfo
Here's how I do in in the FirstPersonController, in its update function:
self.direction = Vec3(
self.forward * (held_keys['w'] - held_keys['s'])
+ self.right * (held_keys['d'] - held_keys['a'])
).normalized()
middle_ray = raycast(origin , self.direction, ignore=[self,], distance=.25, debug=False)
if not middle_ray.hit:
self.position += self.direction * self.speed * time.dt
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You can also use entity.intersects() to check if its collider intersect other colliders.
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I have that problem, but with the "floor", the thing is that when I walk through a certain part of the floor, I fall over, I tried to solve this by reset player y= 1 when this happens, but it didn't work, I will appreciate any help
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