john9818a on 20/3/2019 at 00:30
It depends on what you want, but if you set the Collision to bounce and slay on impact, the flinders will disappear once they hit anything including the window. Otherwise it might be strange to see flinders falling through the window before resting on the ground.
gamophyte on 21/3/2019 at 04:27
Quote Posted by john9818a
It depends on what you want, but if you set the
Collision to
bounce and
slay on impact, the flinders will disappear once they hit anything including the window. Otherwise it might be strange to see flinders falling through the window before resting on the ground.
Yeah I like this, and with these heavy shards it makes sense to have a already half broken window below be this sensitive. What's cool too, is that I'm making the bottom split in two before each shard breaks into two smaller and the pebble size I already have modeled I can just throw in there. I should me them not have much impulse/explosion factor so they lumber over to the ground.
gamophyte on 21/3/2019 at 04:30
Quote Posted by john9818a
It depends on what you want, but if you set the
Collision to
bounce and
slay on impact, the flinders will disappear once they hit anything including the window. Otherwise it might be strange to see flinders falling through the window before resting on the ground.
Yeah I like this, and with these heavy shards it makes sense to have a already half broken window below be this sensitive. What's cool too, is that I'm making the bottom split in two before each shard breaks into two smaller and the pebble size I already have modeled I can just throw in there. I should make them not have much impulse/explosion factor so they lumber over to the ground.
Also another cool side effect is the kick plate below stops the player from running into it, but if you jump into it you break it like IRL. I would love this to scare the s___ out of the player if found while trying to be super quiet. Again, a way to make the player jump that works within the world.
john9818a on 21/3/2019 at 13:43
It sounds pretty intense. I'll look forward to your mission's release! :)