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Skyline Forums • View topic - lifts and kinematic
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lifts and kinematic

lifts and kinematic

Postby epsilonion » 14 May 2017, 10:17

The Lift on the platform scene has started to look funny since the last time i ran this scene.

to be able to use the lift you have to have kinematics and not static otherwise you fall through it, the problem is that using kinematics is that it flickers like mad now.



The errors that can be seen in the console are that I am using the FPS v1 that uses LUA (preferred method) and v2 uses graphs...
other errors also that you can not delete script spawned presets as in the other bug report.

on a side note, I have noticed and sorted out that the size of the blocks that make up the platform seem to have changed in dimension (made bigger) as there was a lot of z fighting and they where place next to each other and not over lapping in the first instance but I have resized them all now.. (most of them).
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Re: lifts and kinematic

Postby SolarPortal » 14 May 2017, 14:47

there was a code change to the kinematic bodies to deal with flickering and i thought it was fixed.
Will have to check out my platform script demo i was making and see if it happens there also.



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Re: lifts and kinematic

Postby epsilonion » 14 May 2017, 15:01

lol pinching my ideas eh lol..

this is going to be a tutorial video series and demo scene.. :P
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