B
BionicMatt
Guest
Hi all.
Getting to grips with GMS2 and the in-built physics, and have come across an issue. The same issue is mentioned in this thread, back in June:
https://forum.yoyogames.com/index.p...not-working-after-moving-between-rooms.64104/
In the creation code for my player object (which is persistent), I have set phy_fixed_rotation set to true. However, once transferred to another room, the player object begins to rotate when colliding with solid objects' corners (as if it were false).
HOWEVER, if I move the phy_fixed_rotation to the step event, all works as normal!
All other variables defined in the creation code are properly carried over when transitioning to the new room. Is this a known bug, or is something else potentially causing this?
Thanks,
Matt
By using a GUI debugging, I can say at least in this instance phy_fixed_rotation will be reset upon entering another room, even if persistent is enabled for the player object.
The best workaround I have is currently to create a 'Room start' event with phy_fixed_rotation = true. This is preferable to setting it at a room level, or a object step level.
Getting to grips with GMS2 and the in-built physics, and have come across an issue. The same issue is mentioned in this thread, back in June:
https://forum.yoyogames.com/index.p...not-working-after-moving-between-rooms.64104/
In the creation code for my player object (which is persistent), I have set phy_fixed_rotation set to true. However, once transferred to another room, the player object begins to rotate when colliding with solid objects' corners (as if it were false).
HOWEVER, if I move the phy_fixed_rotation to the step event, all works as normal!
- Both rooms and objects have physics enabled
- Densities and physics properties are set normally for player and collision object
- Changing either room's persistence does nothing
All other variables defined in the creation code are properly carried over when transitioning to the new room. Is this a known bug, or is something else potentially causing this?
Thanks,
Matt
By using a GUI debugging, I can say at least in this instance phy_fixed_rotation will be reset upon entering another room, even if persistent is enabled for the player object.
The best workaround I have is currently to create a 'Room start' event with phy_fixed_rotation = true. This is preferable to setting it at a room level, or a object step level.
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