Hello Everyone,
I am working on an interactive project and I need to figure out how to keep score when a cannon ball hits the target.
Right now when the cannon is tilted up high enough …
- it triggers a hit box
- spawns a particle
- which is converted to a rigid body “clone to particles” system
- then a force affector shoots the rigid body towards the target.
Is it possible to trigger a hit box with rigid bodies? If not, is there another way to do this?
Thanks!
Hit Box Counter_Rigid Bodies.dfx (299.4 KB)
There’s a little trick to this - the geometry can’t be detected directly because clones exist in their own world, but there is a work around.
Take the cloners, and combine them to a single mesh (and hide this mesh), then use it for particle emission. Then set the particles to follow the parent mesh, and convert the particles to a transform array. lastly, transform array to the hotzone, and add a bounding box for where you want the particles to go.
I’ve attached your scene with this solution.
Hit Box Counter_Rigid Bodies_b.dfx (316.4 KB)
– Ryan
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