Hi I’m encountering an issue. Whenever I’m trying to make the canvas in the middle of my screen, all the RigidBody’s move slightly and messes up the hitboxes. I’ve tried using :CreateCanvas() but to no avail.
Tried Engine:CreateCanvas(Interface.Main.AbsolutePosition, Interface.Main.AbsoluteSize, Interface.Main) and Engine.canvas.frame = Interface.Main
Centered + Code preview
Non centered
Main frame / Canvas
Centering the main frame/canvas via offset or scale causes this issue, any help or feedback would be amazing!
I’m trying to make image labels have a rigid body but their image hitbox is not accurate to the image, the only way I can think to get around this is by parenting a frame accruate to a hitbox I’d like. Although how would my RigidBodies look if I want to do this?
Will someone mantain this somehow and bugfix this?
I also liked this, so why not explain how it works to others so they can edit to their liking this module?
I have been trying to make a 2d shooter game with this module and I wanted the player to rotate with the mouse position. But every time I run it, I get the following error:
local keys = { W = false }
UserInputService.InputBegan:Connect(function(input, isTyping)
if isTyping then return end
if input.KeyCode == Enum.KeyCode.W and not keys.W then
keys.W = true
end
end
if Keys.W == true then
player_element:ApplyForce(Vector2(-1,0)
end
UserInputService.InputEnded:Connect(function(input)
if input.KeyCode == Enum.KeyCode.W then
if keys.W == true then
keys.W = false
end
Thiis may be completely out of bounds for this library, but would there be a way to simulate physics with a preset end destination, with calculations for collisions? For example, a 2D plinko board, with pegs, animating a falling plinko ball that lands in a multiplier slot that was determined beforehand on the server