
I am trying to have physics behavior on this sprite with this specific shape (for example a ball can get into the box through the opening but then bounce inside). When adding a polygon collition under the physics 2.0 behavior, I am running out of vertices/points to add to line the borders. Any way for the physics engine to assume the pixels of the sprite automatically or a way around this issue?
Thank you!
Hi Heigbre.
The physics mask is much more restrictive than the basic collision mask. It’s more restrictive because the physics part takes more to process. To do what you want, you’re going to need to arrange 5 separate objects like they’re walls.
Just a riminder, masks must be convex. You can build a default non-physics mask with multiple polygons but you need to use multiple objects for a complex collision setup.

(Image from web)
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Hi Keith_1357,
That’s what i was thinking of doing. Guess there’s no way of achieving it otherwise.
Thanks for your help!
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