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If using (translateLocal + rotateLocal) with static/dynamic entity, not able to collide the same entity with another rigid entity or the entity would by pass from the another static rigid entity

asked 12 Jan, 12:43

gg150190's gravatar image

gg150190
0111
accept rate: 0%


Don't quite understand question. Do you have a project to show case the problem?

On a side note, if an entity has a rigid body and collision, you need to use the physics API to move it (e.g applyForce, teleport etc) http://developer.playcanvas.com/en/api/pc.RigidBodyComponent.html

link

answered 13 Jan, 14:02

stevenyau's gravatar image

stevenyau
1202
accept rate: 33%

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Asked: 12 Jan, 12:43

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Last updated: 13 Jan, 14:02

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