how do i detect a collision on a 3D rigidbody?

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:bust_in_silhouette: Asked By DarkShroom

I am having great confusion with this.

I simply want to detect when my bullet hits a player etc… they already have a momentum (i keep getting linked by google to “move_and_slide”)

So normally we have some physics callbacks somewhere… BeginContact, EndContact etc

So roughly: I have a missile flying with no resistance at a solid momentum, when it hits something i want to delete it, show and explosion and apply damage… i need to start by just a simple BeginContact callback

where do i do this… if there is no callback yet… how do i check for it in the integrate forces bit?

:bust_in_silhouette: Reply From: SIsilicon

RigidBodys have a signal called body_entered that is emitted when another body collides with it.

func _on_Bullet_body_entered(body): #connected to mentioned signal
    #body is the other colliding body
    if body == player: #assuming self is a bullet
        #spawn an explosion
        #deal damage to the player

For said RigidBody to even remotely emit this signal you must have contact_monitor enabled and contacts_reported must be one or more.

i was not aware of “contact_monitor” “contacts_reported” vars… so i have enabled these

you say though “connected to mentioned signal” how do i do this? this answer in itself doesn’t give me enough to detect the collision

DarkShroom | 2018-11-16 15:22

okay i figured maybe i didn’t understand signals… so had an extra look

i didn’t know you can set them up in the editor! duh

Thanks for your answer, thank god i don’t have to do anything fancy in intergrate_forces!


DarkShroom | 2018-11-16 15:35