Escape Simulator

Escape Simulator

Design your own escape rooms!
Try community-built escape rooms (more than 3000 of them), or try your hand at designing your own! Create new puzzles, riddles, or whatever comes to your mind!
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Thoroniul 8 22 Oct, 2021 @ 7:40am
Can we have a physics static until picked object.
There are currently only three choices
1. Static
2. Draggable
3. Pickable

When experimenting with puzzle boxes, i keep ending up trying to put a key in a bounded enclosure only to find the key rag-dolling out due to unstable physics iterators.

It would be nice to have it ignore physics and be static to its parent object, while simultaneously being pick-able by the user. After the user picks it up it becomes a pick-able only object and the only way to attach it to something else will be a slot.
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Showing 1-9 of 9 comments
taggedjc 1 25 Oct, 2021 @ 5:31pm 
Alternately, an alternative suggestion would be to have Slots also have a "Starting Pickable" selector, which will automatically grab the starting pickable to fill the slot.

If the level designer makes the starting pickable also the accepted key they can then have the slot disable itself when the key is picked up, preventing it from being snapped back on. It also means you can have, for example, a block on a pedestal that starts in the slot, so you have to remove it before you can add other keys to that slot, which could be a good way to indicate to players that it IS actually a slot.
Thoroniul 8 25 Oct, 2021 @ 6:27pm 
The issue in my tests is throwing an object with an item in a slot ends up with the slotted item still experiencing physics.

You can already do a starting pick-able by careful placement in the editor.
taggedjc 1 25 Oct, 2021 @ 7:19pm 
Huh, I thought you could plop pickables into Slots that are just randomly in space and they'd stay in the air. Maybe I just haven't experimented enough with them.

In that case, having a "Start as Static" option for a Pickable would be useful.
mac  [developer] 7 26 Oct, 2021 @ 4:17am 
Hi. That's an interesting suggestion. I'll note it and we'll see can we work to get it implemented in a way.
Lch 26 Oct, 2021 @ 8:55am 
A
Elkondo 17 28 Oct, 2021 @ 2:03am 
There is a workaround, which is probably a glitch that I hope won't get fixed, or it'll cause many rooms to break. You need to first select the pickable object as a key and then give it an animation with a 'pickable' parameter. No need to set any actual animation. This way you'll achieve the exact behavior you want, you can even attach the object to a moving parent or have it move on its own.

You can also use this trick with triggers, allowing for some more complex mechanics, no need to make them pickable there. I used it to create a 'lights out' game and a 'connect the pipe' game in the room I submitted.

I suppose this could easily be turned into a feature if locks just allowed items with a 'pickable' trait to be naturally selected, and similarily if triggers were able to be triggered by anything, and not just players and pickables.
Last edited by Elkondo; 28 Oct, 2021 @ 2:10am
Thoroniul 8 28 Oct, 2021 @ 7:09am 
I'm looking for different actions than that.
Elkondo 17 29 Oct, 2021 @ 2:16am 
Originally posted by Thoroniul:
I'm looking for different actions than that.
Not sure what you mean, with the workaround I provided you can do exactly what you described - clip a pickable item into another one without the physics activating. Admittedly it is sometimes not easy to pick that item up unless you do some animation and move it out of that object, but that wouldn't be something that 'static until picked up' would change.
Thoroniul 8 29 Oct, 2021 @ 8:48am 
The physics doesn't activate, but the object sill experiences physics. If you throw an item with a pickable configured this way, the item will fall out of the puzzle box.
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