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I'm writing a Final Fantasy-like game engine, with 2D backgrounds and 3D models with Irrlicht. To calculate collisions with the objects in the background I use a invisible mesh like this:

enter image description here

I have tried with this code but when the player reaches the edge of the mesh it falls down:

TriangleSelector sel = device.SceneManager.CreateTriangleSelector(Program.field.currentScene.walkmeshLoaded, null);
CollisionResponseSceneNodeAnimator coll = device.SceneManager.CreateCollisionResponseAnimator(sel, playerNode);
playerNode.AddAnimator(coll);
coll.Drop();
sel.Drop();
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Why not just add vertical meshes representing the walls? – Sidar Apr 21 at 14:58
I have tried but it don't work, the player remains stuck. – Giulio Zausa Apr 21 at 14:59
Are you sure that the normals of your mesh faces are pointing in the right direction? – Sidar Apr 21 at 15:00
No, now I check out... Thanks! – Giulio Zausa Apr 21 at 15:06
Let us know if that was the issue =) – Sidar Apr 21 at 15:23
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closed as too localized by Anko, Byte56, bummzack, Josh Petrie, msell Apr 26 at 7:22

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