Hello community,
In my game I am trying to change the collision group of a physics object with "physics_fixture_set_collision_group", now I realize this function probably only works during the creation of a fixture and not while it was already created.
The reason why I need to do this is because in my game the player object consists of 2 objects that overlap each other, one object is for general collisions with walls and the other manages an extra layer of more complex colissions with other physics objects. I want these physics objects to change their collision group the moment their linear velocity reaches a certain treshold so that they temporarily do not collide with player character object B.
Would deleting the fixture and re-creating it on the spot with a new collision group be the most efficient approach or is there a simpler way?
Thanks!
In my game I am trying to change the collision group of a physics object with "physics_fixture_set_collision_group", now I realize this function probably only works during the creation of a fixture and not while it was already created.
The reason why I need to do this is because in my game the player object consists of 2 objects that overlap each other, one object is for general collisions with walls and the other manages an extra layer of more complex colissions with other physics objects. I want these physics objects to change their collision group the moment their linear velocity reaches a certain treshold so that they temporarily do not collide with player character object B.
Would deleting the fixture and re-creating it on the spot with a new collision group be the most efficient approach or is there a simpler way?
Thanks!
Last edited: