What's wrong with the hitbox on my 3D objects?

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  • So I'm making my first 3d game and I'm coming into a major issue. The hitbox of my 3D object, instead of being the whole object, is the side of the object that's on the floor. Like if I click on the mobs face, it does nothing, if I click on their feet, it deals damage. What's happening? The collision polygon is the whole box, but it's just not working.

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  • Never use the model's hitbox for collisions or other interactions; instead, create an invisible sprite and attach the model to it.

    This isn't just specific to Construct 3—it's generally good practice to use a separate invisible collider in the shape of a square, capsule, or circle.

    If you still need the model itself to handle collisions, enable the bounding box around the model and use that as a guide.

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  • Construct doesn’t have 3d collision detection yet. So collisions are just 2d. Hence only the base getting collided with.

    At this point you’d have to roll your own 3d collision detection or find someone else’s solution to that and use that instead.

  • Never use the model's hitbox for collisions or other interactions; instead, create an invisible sprite and attach the model to it.

    This isn't just specific to Construct 3—it's generally good practice to use a separate invisible collider in the shape of a square, capsule, or circle.

    If you still need the model itself to handle collisions, enable the bounding box around the model and use that as a guide.

    I was just using click on object. Nothing special. How would adding another 3D object change the fact that I can't click on it?

  • ..

    I was just using click on object. Nothing special. How would adding another 3D object change the fact that I can't click on it?

    I was referring to a 2D hidden collider.

  • Wait, so there's no way to make a true 3D game yet? No 3D platforming. No interacting with anything on the walls. It's all fake 3D just interacting on a 2D plane?

  • Effectively yes, as an engine, c3 is still a 2d engine with 3d representations.

    Platforming in 3d in particular is supported though, I recall seeing multiple examples.

    Do note that 3d space and collisions can well be calculated manually in a 2d environment, as has been done so since the earliest days of video games, but it's just not all necessarily done for you.

    As with all games and design, it's not "no interacting with anything on the walls", it's how are you going to capture and show or simulate an interaction on the wall? Of which there are many ways.

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