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[SOLVED] How to set rigid body of the node for collision(node is created by noderef)
burakdogancay posted a topic in C++ Programming
I am trying to add collision process for nodes.I already created contactcallback for intersection and it works like charm when i implement it directly to editor with calling by function in c++.So it directly detect intersection and collision wit contact callback function. I would like to explain it with code; It works correctly with this way Unigine::NodePtr mObject1; Unigine::NodePtr mObject1parent; mObject1parent = Util::Search::getNodeRecursive("Objectparent", mReference->getNode()); mObject1 = Util::Search::getNodeRecursive("mObject1",mObject1parent); //I already added ri- 4 replies
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Hello. I noticed that if I use NodeReference in world, then in runtime when I get all the nodes in the world using the following code: var nodes = new List<Node>(); World.get().getNodes(nodes); I see that all nodes have duplicates. For example if the project has NodeReference named A with 2 nested ObjectMeshStatic objects: B and C. Then in the nodes list we get the following nodes: NodeReference named A, NodeDummy named A - in the amount of 2, ObjectMeshStatic named B - in the amount of 2, ObjectMeshStatic named C - in the amount of 2. He
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Hi @demostenes, I've reproduced this. However, it wasn't that often as you mentioned, but quite stable. I also observed that you're running main_sdl.exe instead of regular main.exe. Is this on purpose? We'll investigate the reasons for the crash and will try to fix it in the next update. Thanks.
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[SOLVED] Editor2 crashed after editing NodeReference if you references nodes from it in update
Klimczak.Jan posted a topic in Bug Reports
Hi, I observed that Editor2 (SDK 2.6.1) crashes at the moment of applying edit of NodeReference by Apply button in editor in the case of using nodes from such NodeReference somewhere in UnigineScript in update function e.g.: void update() { ... nodeFromReference.getWorldPosition(); ... } Here nodeFromReference is not nulled at this time so I can't prevent it. As I see is a Editor issue. -
Hi, I observed that in some cases changing a param for properties inherited from node_base crash Editor2. This happens if you have multi-level inherited properties like this: To crash editor I do following: 1. Edit global param value in Properties panel (not instance at Node level), 2. Save world, 3. Reload world by world_reload cause freeze of Editor2 (crash it). But it will works if you first reload world: 1. Reload world by world_reload, 2. Edit global param value in Properties panel (not instance at Node level), 3. Save w
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Hi, It is possible to set Target Node of PlayerPersecutor for node enclosed in NodeReference ? Each time I try to do it via programming then Target always is set for main Node of NodeReference (not for subnode which I set).
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