Hi there,
I’m attempting so as to add some primary 2Dphysics to my recreation however I feel I’m doing one thing improper because it’s not working as anticipated.
I’ve a easy sprite body inside a canvas, hooked up inflexible physique + collider and nothing is going on, I’d count on the sprite to fall down or one thing. On prime of that mass appears to be at all times 0, regardless of the values I can put in density/dimension.
If I add any velocity, it received’t transfer both (i suppose trigger mass is 0?).
PhysicsSystem2D.occasion.enabled is ready to true by default it appears however I additionally compelled it simply in case.
Any thought? (utilizing cocos creator 3.6)
what you imply of fall down ? perhaps you’ll be able to discuss with this to get what can do with physics : GitHub – cocos-creator/cocos-example-physics: Samples for 3d physics
I can verify it’s the preview editor. I didn’t do some other modifications to the physics, simply switching the editor made it work. Thanks for the assistance
@linrm All I meant is that I used to be anticipating the character to be falling down due to gravity.
As your screenshot, you might be utilizing physic second builtin. It used for verify collide primary. You must use box2d physic on venture settings as pandamicro suggest