I have a scene with animated doors. Moving around with the internal collision system enabled and collision meshes on the doors, the camera ellipsoid collides correctly with the door. However, when I trigger the animation, the door can move/rotate through the camera collider. If i move the camera position at the same time i get somewhat of an effect, but I need this to happen also when the camera is not moving, so my “camera character” will be pushed away.
As far as I can tell this is because the cameras collision is only checked when the camera is moving because it is only ment for collision with static objects. I looked at moveWithCollision, but that is ment for moving objects but respecting collisions as far as I could tell, so basicaly what the camera collision is doing under the hood already(?). So my thinking is that I can use onCollide from the doors while they are animating, and check for the camera and move it away either from the door collision mesh or away from the hinge location of the door, effectively pushing it out of the door opening semicircle area.
So my question becomes this; Is this the best way of doing this, or have I missed some obvious setting somewhere, like turning on continous collision or something that would make this work “out of the box”? Or some other method that is “best practice”? I know I should ba able to do all this easily with physcs engines, but I would prefer to avoid the overhead of that.
I tried searching the forums and on the web, but could not find a clear answer, so sorry if i missed an obvious source.