I’m working on a playground to explore collision event handling using PhysicsCharacterController. However, I’ve encountered an issue where collision events are not being triggered when the PhysicsCharacterController interacts with objects created using PhysicsAggregate in the scene.
I’ve double-checked the collision layers, filters, and the setup of both the character controller and the physics objects, but still no collision events are fired.
Is this a limitation of PhysicsCharacterController with PhysicsAggregate? Or am I missing some configuration to enable collision callbacks between these two types of objects?
Any insights or suggestions would be greatly appreciated!
@Cedric is the expert. Note that PhysicsAggregate is a convenience function for helping people migrate from Physics V1 to V2. I know it contains at least one problem regarding density.
Consider using PhysicsBody and PhysicsShape directly. That way, debugging can be narrowed to the core objects of Body and Shape.
To ease transition from PhysicsAggregate, be sure to access physicsBody from mesh, and shape from body rather than using the physicsAggregate object.