"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:

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.

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.

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

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

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:

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.)

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

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:

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

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

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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