Difference between revisions of "Solid"

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(Clarifying solid + dynamic motion)
 
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Solid is one of the available behaviors that can be added on the movement tab. It defines if the actor's collision can be passed through or not. It will not work if the actor does not have collision since it cannot solidify something that does not exist.
'''Solid''' is a [[behavior]] that that determines whether the actor can overlap with other actors during a [[collision]].


Solid is typically used for the collisions of Dynamic actors. If actors with Fixed Movement and/or No Movement collides with each other, it will not work and they will only move through each other. Only Dynamic actors cannot move through Solid actors. (unless it gets squeezed, then it might flew off)
Solid actors can behave differently depending on what kind of [[Motion]] they have.


The solidity of an actor is disabled by default. Adding Solid to disable it to remove the actor's solidity is unnecessary.
* Solid actors with no motion (for example, walls) will never change position after a collision.
* Actors with fixed motion will avoid changing their velocity after a collision.
* Actors with dynamic motion may change both their position and their velocity after a collision. They are pushed away by other solid actors.


Solid is a behavior and can be indirectly modified using the Enable Behavior and Disable Behavior functions from the Logic tab.
For more information, see [[Collision]] and [[Motion]].

Latest revision as of 07:25, 14 May 2022

Solid is a behavior that that determines whether the actor can overlap with other actors during a collision.

Solid actors can behave differently depending on what kind of Motion they have.

  • Solid actors with no motion (for example, walls) will never change position after a collision.
  • Actors with fixed motion will avoid changing their velocity after a collision.
  • Actors with dynamic motion may change both their position and their velocity after a collision. They are pushed away by other solid actors.

For more information, see Collision and Motion.