The Spin block instantly sets your objectâs spin speed to a specific value. Think of it like the Velocity block, but for spin speed instead.
The Spin Motor block adds a rotating force to your object, so that it will begin rotating over time. Using a force like this instead of setting the spin speed directly is less likely to cause problems with collisions.
spin values are all in Rotations per Second, so a spin value of â1â means the object will rotate once (360 degrees) every second.
I did want to mention, from my time using the new update, behaviors seem to get stuck a lot when moving them, Itâs mostly happening with the mailbox, it just kinda gets stick in between being placed. So I have to hit ok, and come back into the objects editor. Not a huge issue, but a bug.
Amazing update, thanks so much! The miss on Proximity is especially useful
Using New Spin Motor
Not sure if I can put this here (just delete it if not) but I just made this using the new spin behavior: https://flowlab.io/game/play/2191630
Itâs pretty janky XD
If the speed is 60, it would do 60 revolutions per second, and thus at optimal performance, it would rotate once per frame. What happens to the collision box when rotating faster than the framerate?
The physics engine only runs during each frame, so:
If it is rotating at a speed of 60, it would basically not be changing - it would be in the same place every frame. It should look as though it is not moving. Same for a speed of 120, or 180, etc.
if it is rotating at a speed of like 61 or 62, it would appear to be rotating slowly since it does a full rotation between frames, and then a little bit more
I see. Looks like itâs just the old block (that was actually named âNext Levelâ and didnât have the âgetâ option) that had that error, then.
Something I would like to point out is that I can no longer download sprites from games that belong to a team Iâm in ca that get fixed or is it intentional?