Hi,
I got an issue trying to get object to swap temporary material when overlapping by the weapon from the player.
First, I did per object collision (ex: Brick begin overlap → store original material → apply highlight material / Brick end overlap → apply stored material).
But I had to do that for every mesh in my level. Was ok when only 2-4 objects needed this, but now I got a level with about 70 objects. So I decided to create a general rule ;
ex : If weapon overlap object of this collision type → add object to array → loop through array to store material in a different array based on index → apply highlight material. /
When weapon end overlap - > get object from array - > loop through array and used the material stored at same index and apply to object.
So if I overlap 2 objects ;
- Object A stored at array 0, his material is stored at array 0, Object A get applied Highlight material.
- Object B stored at array 1, his material is stored at array 1, Object B get applied Highlight material.
- On end overlap, each object get his material reapply.
This works at the condition that I go from last in, first out.
If not, the array fill the gap, so Object B get material stored in 0.
Any idea how to force an array to not fill the gap?
On side note; what is Other Body Index and how is it calculated?
Thanks.