I think a ‘miss’ node on the collision behavior would be super useful. I’m working on a prototype for my game, and it seems like the ‘miss’ node would make the transition much smoother. I don’t know if anyone else likes the idea, but I sure do!
Well, a “miss” would be every single frame that’s not a hit. Maybe you could use a toggle to switch between “hit” and “miss”?
maybe you’re looking for a “no longer colliding” output? That seems more useful, but it’s not really supported by the physics engine.
Please correct me if I’m wrong but I believe you can use this instead of a “miss” output, it does the same thing.
@AbstractGallery
Thanks for the screenshot! That’s actually super helpful.
@grazer
I was thinking something more along the lines of the second option, but if it’s not supported… then I guess there’s nothing to be done.
You need a NAND gate, and that example would make the Alert show except for the frame the collision activates. Honestly I think it would be best for a Miss output for the proximity.
I guess they never miss huh