Thanks for the replies. Guess I'm on the right track. So, I'll make a note: "Always do ClearCollisions first if changing a Collsion definition."
I hadn't really thought about using a pivot in a collision - interesting idea. I had a problem with my camera viewing OUTSIDE of the world cylinder. Maybe there's a way to create a pivot point collision check to avoid this. Or as the above link brought up, maybe using an invisible cube as "feet" for the camera may be an idea. I guess I'm understanding Collisions better now - maybe just need a bigger CollisionRadius on the camera. Any other ideas for keeping the camera inside walls??
but you might want to make a bug report and see if Mark intended this behaviour (because it does mean reiterating every single collision rule in order to alter a single one).
- Where is the best place to post it - Blitz3D Bug Reports or Blitz3D Manual ??I hadn't really thought about using a pivot in a collision - interesting idea. I had a problem with my camera viewing OUTSIDE of the world cylinder. Maybe there's a way to create a pivot point collision check to avoid this. Or as the above link brought up, maybe using an invisible cube as "feet" for the camera may be an idea. I guess I'm understanding Collisions better now - maybe just need a bigger CollisionRadius on the camera. Any other ideas for keeping the camera inside walls??