Since C2 uses Box2D for Physics and Box2D cannot disable collisions for single instances of an object type. I'm fff, well... not happy.
So far my only workaround to this is disable collisions and enable them as quick as the event ends. This makes my other instances loose their collisions but it's a matter of a second. But a second always can be seen...
Anybony discovered a method to, at least, fake a "not in collision" for a single instance with physics behavior enabled?
I will describe below my escene to make the picture:
* 4 instances of "player" with physic behavior (tiny masks)
* 1 instance of "enemy" with physics behavior (big mask)
Those are the mask of the actual characters and enemies but never mind.
Move an instance of "player" across "enemy" mask sprite, through the other side.
While not affecting the other "players" instances on the same layout.
The normal behavior is to collide with the enemy at contact. And that fine, i need that too.
But I also need a way to cross an enemy (rising player z order) if some combination of imput is pressed (whatever input)
That is impossible with physics behavior active on both objects. They will bounce or all instances of the object type will be disabled while just one cross the enemy mask.
Big brains needed for this. (Just the crossing)
Thanks in advance!