DruggedBunny
DruggedBunny
mitchcapper's fix just worked for me -- many thanks!
Hi Mark, Just because that's the only change I make, and for some reason, with LightType.Point it causes a huge pause here on first init, whereas changing to Spot doesn't....
I don't think that'll make any difference, as it defaults to Point, which seems to be fine for you... but definitely not here! However, I can probably pre-generate the light...
[Quick video -- note the pause at 5 secs, followed by toggling on/off without pause - warning, music playing!](https://www.youtube.com/watch?v=Ta6h6BUohT4) Happens on _every_ new launch -- tried creating a temp Point...
Ah, yes, correct! CastsShadow = False produces no delay whatsoever! (I have deliberately chosen to have it cast a shadow, though.) Yep, definitely still hitting ground quite often and it's...
Thanks, Mark. Not urgent for me, obviously... Yeah, hope the collisions thing can be figured out, seems weird because it's clearly detecting them (as shown by bouncing), yet not triggering...
Ah... I think you're right! Definitely seems to trigger every time without the speed check...
That said, it still sometimes touches/bounces once before exploding!
Try hitting the ground nose-down at 45 degrees or more, or clipping ridges -- I find those bounce more than hitting with the bottom end, for some reason, which 'usually'...
I'm checking out latest develop... will probably be a while before I get to do it, but I think I could at least do something like a semi-automatic 'cannonball' mode...