Clickteam Fusion 2.5 Documentation

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Clickteam Fusion 2.5

Product(s) Required:

Clickteam Fusion 2.5 Developer, Clickteam Fusion 2.5 Standard, Clickteam Fusion MacOS, Clickteam Fusion Windows

This section contains remarks concerning the physical movements of Clickteam Fusion 2.5 and the way that the physical engine handles them.

  • Large and dense objects
    The physical engine cannot cope with objects that are too heavy. Heavy objects are large objects with a density close to 100. Such objects piled together will induce calculation errors from the engine and the objects will flicker on the screen.
    You can solve this problem by reducing the density of the objects.
    You can also attenuate this problem by increasing the iteration and position iteration values in the Physics – Engine object, as well as the value of the Scale factor.
  • My piles of objects do not stabilize themselves
    If your frame contains a pile of objects, and if this pile does not find a static position after a while, this might be due to the calculation imprecisions of the physics engine. The parameters of the engine are set to be a balance between speed of execution and calculation precision. You might want to increase this precision during a certain period of time (at the beginning of your frame, so that all the objects find their position), and revert it to the normal value later.
    To do so, you should use the Physics Engine object “Set engine iterations” action. The default value are 6 and 2. You can increase to see the result.
  • Moving objects seem to collide far from background objects
    This problem might occur if your object has a concave shape. Box2D does not accept concave shapes. You should cut your object into several, convex objects.
    More information here.