I know that. The only collisions going on right now are between the camera setup and the level.
I only put basic blitz collisions in to see if it would help when tokamak collisions fail. It has helped a little, but still at just the right angle and speed it shoots through the walls of the level.
I should explain the camera setup a little better...
I have a platform (box; obj) set up with a rigid body (rb) and that has 4 bottom tokamak censors and two top tokamak censors. The bottom censors keep the platform floating like a hover craft, by applying a minute force to the rb, the top censors are to keep the player upright, and apply extra downward force if the player hits the ceiling. The camera is not attached to the obj but is positioned with it each frame like so.
This is actually done twice each loop.
I only put basic blitz collisions in to see if it would help when tokamak collisions fail. It has helped a little, but still at just the right angle and speed it shoots through the walls of the level.
I should explain the camera setup a little better...
I have a platform (box; obj) set up with a rigid body (rb) and that has 4 bottom tokamak censors and two top tokamak censors. The bottom censors keep the platform floating like a hover craft, by applying a minute force to the rb, the top censors are to keep the player upright, and apply extra downward force if the player hits the ceiling. The camera is not attached to the obj but is positioned with it each frame like so.
;UPDATE PLAYER AND CAMERA NORMALLY PositionEntity obj,TOKRB_GetX(rb),TOKRB_GetY(rb),TOKRB_GetZ(rb) RotateEntity obj,TOKRB_GetPitch#(rb),TOKRB_GetYaw#(rb),TOKRB_GetRoll#(rb),True PositionEntity camera,EntityX#(obj),EntityY#(obj,True)+2,EntityZ#(obj) RotateEntity camera,EntityPitch#(obj)+campitch#,EntityYaw#(obj),EntityRoll#(obj)
This is actually done twice each loop.