Hey @rbx775! The problem with your blend is an issue with the Cast Physics Ray node. Looks like you uncovered a bug. The ray cast to position is not far enough when the block ends up more than 1 unit away from the plain that it is floating above. Because the block is more than 1 unit away, the ray-cast doesn’t contact and a failure to check for the null collision point results in a runtime exception. I fixed it in this instance by setting the ray-cast distance to 3 instead of 1.
The problem is that the code isn’t making sure that hitPointWorld isn’t null before trying to run v.set() with its value.
_this.x = hitPointWorld.x;
TypeError: Unable to get property 'x' of undefined or null reference
at get (krom.js:695:4)
at armory_logicnode_LogicNodeInput.prototype.get (krom.js:891:3)
at run (krom.js:859:3)
at armory_logicnode_LogicNode.prototype.runOutput (krom.js:581:6)
at update (krom.js:1089:3)
at lateUpdate (krom.js:1826:5)
at iron_App.update (krom.js:5465:3)
at Anonymous function (krom.js:24495:3)
at kha_Scheduler.executeTimeTasks (krom.js:24379:4)
at kha_Scheduler.executeFrame (krom.js:24331:3)
It would be good if you could submit an issue on GitHub and link back to this topic, or even better, if you want to, create a pull request to fix it.
I don’t have personal experience with Oimo, but I know that it is only suitable for simple physics as it has a lot less features like not supporting mesh collision shapes.
Bullet has performed very well for Armory, though Armory is missing some Bullet bindings and there are probably few bugs in the integration. In my limited time I’m working on developing a way to automate bindings of bullet for Armory which will hopefully lead to even better physics integration in the future.