Addon ID

  • salmanshh_pushoutsolid

Info

Statistics

  • Download count12 total downloads
  • Latest download count 10 downloads of latest version
  • Average download count3 downloads per day average

Owners

read the documentation here

github.com/SalmanShhh/C3Addon_PushOut-and-Slide/blob/main/Guide.md

You can support me via

- patreon.com/c/SalmanShh

- paypal.com/paypalme/SalmanShh

- ko-fi.com/salmanshh

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The problem this addon solves

Construct's built in movement behaviors (Platform, 8 Direction, Car, Bullet with bounce) push themselves out of solids automatically because they call the engine's internal push-out routine every step. The moment you move an object without one of those behaviors, that automatic correction is gone. A Tweened door, a lerped camera target, a knockback that adds a one frame offset, a dragged puzzle piece, or an object dropped by a generator embeds itself in the geometry, and you are left writing it back out by hand.

Push-Out and Slide offers a single contract instead: register the object types that are solid, and after each movement the object will sit flush against them, never inside them, sliding along them where it should and tested for collisions along its path.

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Scenarios where this addon excels

- Custom movement objects that still respect walls. Anything you move by Tween, lerp, sine or hand written velocity gets wall collision without adopting a full movement behavior.

- Smooth wall sliding without vector math. Diagonal approaches glide along walls instead of catching, with no per tick tangent/normal decomposition on your part.

- Fast custom projectiles without tunnelling. Stepping subdivides the movement so a fast object is tested along its path, and On step lets you add hit checks at each increment.

- Spawn safe placement at scale. When a generator drops hundreds of objects and some land inside walls, one Eject to nearest open space per object relocates each to the nearest gap.

- Inside corner contact without jitter. Top down and side on games where objects slide into concave corners settle stably rather than buzzing between axes.

- Lightweight collision for objects that do not need physics. Where Physics is overkill, this provides "stays out of walls and slides along them" for the cost of a per tick overlap query.