I have been intensely trying to work with the limitations of the Physics behaviour's collision system and have come to a point where I'm certain I need a little bit of extra functionality. I am offering £10 (or hopefully a little bit more) via PayPal as a donation for helping me out. Not sure if it's considered fair for the work required or even much money. I'd have waited for the Scirra store business, but, well, perhaps this takes a while to develop and I could purchase it from the store when it gets released )
[Below is a simplified hypothetical situation, not the actual situation I hope to use it for]
Say we have "Item" which is a Sprite with Physics behaviour on it. We have "Ground" which is a immovable physics sprite, and we have "Hole" which is a simple square sprite that goes on the ground. Now, if Item is overlapping "Hole", I want it to disable collisions between Item and the ground.
1st problem is a glitch that I have reported here and have been told that it can't be fixed. If the Physics object is close to a ground and becomes disabled to the ground, it won't take effect until the object moves a bit further. That's not the main problem though, I managed to create a strange workaround involving modifying the Physics behaviour's settings to allow assigning multiple Physics behaviour onto 1 Sprite. It works, but if this could be somehow worked around without needing a 2nd physics behaviour, that'd be awesome. ^^
So say we have done my workaround, this means my item will correctly collide with the hole and fall through it (sometimes the physics behaviour will react first in this scenario and will bounce off the ground rather than detect the hole first, is this fixable? Making the Behaviour behave AFTER the event sheet?). Problem is, if I had multiple instances of the Item, and one is overlapping the hole whilst another is about to land on the ground, then there's a problem. Turns out that all instances share the same "Ignore Collisions" rules (Even amongst multiple physics behaviours within the sprite like I'm doing, meaning if you disable the ground collision for "Phys1" behaviour, it will also disable it for "Phys2" behaviour. Hope I'm making sense here.), rather than having their each individual rules. The absolute main thing I need, is to allow each instance of a physics object to have it's own "Disable/Enable Collisions" table within the behaviours code, without sharing it across all instances.
Is this request unrealistic or unfeasible? Is this a possible thing but performance would be hit astronomically? I'd love to have any explainations and information. ^^