Hi guys,
I have noticed that the custom shape selected for a physics object does not flip when the object is flipped, so if the shape is not perfectly symmetrical then the collisions are not correct when the object is flipped.
I am using the flip object action to change the direction my character is facing but it means the collisions are not correct when in the flipped condition.
Can anyone confirm if what I am saying is correct? If so, does anyone know any solution or work around?
The only thing I can think to do is to make a separate animation instead of flipping the object, so that the custom physics shape is how I intended it to be but that is going to be a decent chunk of work as I have multiple hidden objects welded together for different collision scenarios etc.
Thanks in advance for any help with this.