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CollidersAsTriggers

Plugins + Scripts CollidersAsTriggers

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entitycs

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entitycs submitted a new resource:

CollidersAsTriggers - Visible, Complex-Shaped, Non-Colliding Collision Triggers

One of a handful of simple plugins I am releasing that coincide with "issues" I ran into on my journey to create a more sophisticated plugin.

The native Collision Trigger Atom in VaM is great - but it is hard to keep track of, because you cannot put a material over it, and it only comes in one shape.

This plugin lets you turn "any" shape (and many Atom types) into visible, non-colliding collision triggers.

Read more about this resource...
 
entitycs updated CollidersAsTriggers with a new update entry:

License Type Update

Oops. I had a more restrictive license type set on my publishing script than I had intended.

Also, though it wasn't necessary, I left MacGruber's Utils in the for the Plugin UI that I didn't really take advantage of here... but it's part of the framework in any little free script I release, in case it does require more than just loading the script.

Read the rest of this update entry...
 
For those who made it here, feel free to list some things you can do with this:

(I'm not a salesperson -sorry, but I'll try to cook)

  • Insert shapes into your scene, and use them as "geo-fencing" in 3-dimensions.
    • multi-layering possible - impossible without a material to see where all of these zones are

 

Attachments

  • VaM 2024-11-12 11-14-20.mp4
    24.6 MB
This is really cool - can you make the collider invisible and have it still work?
Yes indeed. That was one of the intentions, alongside having the ability to have any material at all, for debugging/designing.

I'd say the one caveat to keep in mind is that it will force-disable colliders within a multi-collider object, if it cannot set all colliders in the object to "AsTrigger" mode. This may affect the physics of said object. An example would be the native "Plant" element, and some "Toys".
 
entitycs updated CollidersAsTriggers with a new update entry:

CollidersAsTriggers V5 - fix for colliders with non-standard scale on load.

I Noticed in issue that I assumed for the longest time, related to another plugin, SimpleStateMachine. But after seemingly coming across it while testing CircleUX, I tried testing it without either plugin, and still faced the issue.

While this plugin has never made attempts to read or alter the scale of an Atom, while using it is the only time I need to resolve this issue. For example, I have a proximity area, which is at Atom of non-standard scale, and 3 Handles, also made of Atoms with...

Read the rest of this update entry...
 
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