"Fake" Collision

Everyone can pass your wall, you dum-

Basic

Imagine this image:

Do you see something sneaky? If no, look at this image again:

Maybe some people will say "yeah, it's just a black background.", then look at this 3rd image again:

Did you see the character just "glitched" inside the wall?

This tutorial will show you how to make a fake water, wall or even movables.

Step 1: Set the Layers to "nothing".

Step 2: grab a wall/water/movable and add them from right bottom corner to left top corner, like in this image:

After adding, by clicking the all layers you will find that you can't move that wall.

Step 3: voila! your fake wall / water / movable was completed.

Experiment of fake doors

If you thought the tutorial is as simple as above, you are wrong XD.

As the most comprehensive "unofficial" guide available, we're here to demonstrate what occurs when you attempt to interact with a deceptive door.

Go check Basic Movable Tutorial if you don't know how to make an operational door. We will straight into the scenarios.

Scenario 1: make a same size of fake door and real region.

Start
Finished

The movable just moved to the left top corner of the region...? why...?

Scenario 2: make a same size of fake door and fake region.

Start
Finished

2 fake objects operates properly...? huh...?

Scenario 3: make a same size of real door and fake region.

Start
Finished

Why this time the door moved to the bottom right corner of the region... not as same as scenario 1?

Techniques and reason of that such weird behavior

The explanation for this involves a touch of mathematics and visual representations.

When we usually design an actual door or a real area, their positions can be depicted like this:

Y is below cuz this is what eric defines it.

In a typical scenario, when a door needs to transition into an area, their respective axes must align to ensure the door moves as intended. (At least that's how Eric's method works.)

The door will move right to make the x vector become the same.

However, if we designate one of them as "virtual," the coordinates and the vector will take on a completely different nature:

We create fake door by dragging btm right to top left.

Following Eric's engine theory, the vector is applied after the dimensions are established and is set at the upper-left corner.

Yet, if the door were virtual, the game would perceive it as a singular point (initiating from the lower-right corner). Consequently, the vector would be incorporated from that point.

So, when we relocate a virtual door into a tangible area, its position would appear as follows:

Remember, 2 vectors needs to overlap in order to say the door is moved to correct position.

This principle holds true for areas as well (when the area is virtual and the door is real).

Based on the first theory, it is not hard to think why the door will move below region.

Furthermore, this insight sheds light on why both virtual objects can still function effectively:

Since both of the vector starting point at same position, so the y vector is same.

Drawing from the basic and longstanding theory of virtual objects, we've uncovered fresh mathematical insights and explanations for their sometimes unconventional behavior! :D

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