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Is it Normal for the Touch to detect Collision disabled?

  • I made a sample test experiment to see if the Touch input is detected by Collisions for it requires Collision Polygons but when I try to disable the collision, the touch input still works!

    Ashley can you justify this please.

    .Capx File

  • I believe "collisions" refers to the collisions onto other sprite or objects and not touch. I THINK, I may be right though. W

    What I did with your example was make Instance Variables so that the touch was not executed because of the conditions.

  • I believe "collisions" refers to the collisions onto other sprite or objects and not touch. I THINK, I may be right though.

    Yes you might be right. But If that is the case with touch, why did they make the Collision Polygon as a base of touch. I think it would be better to make a Touch(disabled) condition & action and if there is time a Touch Polygon.

  • You might still want to touch an object that you don't won't colliding with other objects, if it was blocked automatically you couldn't do that, there is a condition you can add to your events "object collision enabled".

  • 'Disable collisions' only affects 'On collision' and 'Is overlapping' events. Arguably a touch is not a collision, because the touch is not an object that is colliding with it, it's something else (a form of input). So I'm not sure if this should be changed anyway?

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  • It shouldn't (imho).

    I often need to register input on objects that have no collision. The one thing is totally independent of the other and should not be mixed.

  • 'Disable collisions' only affects 'On collision' and 'Is overlapping' events. Arguably a touch is not a collision, because the touch is not an object that is colliding with it, it's something else (a form of input). So I'm not sure if this should be changed anyway?

    No, I think that would cause issues. My point is since Touch is also dependent on Collision Polygons, I think adding in the manual that touch is based on collision polygons but not applicable by events nor object collision would suffice. This is a simple misunderstanding but if somehow some people will make a big game and somehow missed this, then it would be a big problem.

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