I’m trying to get collisions between children of different entities (to clarify, several entities have one child, when children from different entities collide, I want X to happen). I have a working event system set up and everything, but I can’t seem to get around an issue where the game thinks all the children are colliding simultaneously, no matter where they are.
Looking at my entity debugger, I notice that my children (which have a parent component and a LocalToParent component) all have the same translation (some value which just specifies how much it is offset form the parent), and perhaps the collision system uses the translations rather than the localtoworld? Maybe that’s a stupid idea.
Has anyone else had problems with this?