One-way barrier

Can you add a new version of the invisible barrier that is the same but it works one-way

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Yo i think you used the wrong topic

Also why dont you just make someone have a tag that lets them go through an invisible wall then remove the tag when they get to the other side

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That won’t really work cause I need to make it so when a player is holding a certain item they can’t go through the barrier

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And wdym wrong topic?

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You put this in yhe general creation chat
You shouldve put it in the feature requests

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Also i think there might be somthing for player is holding an item with a tag

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What @Rooster_8075 suggested earlier will still work with items.

You can configure a collision volume to be enabled for anyone with a specified tag (and just add that tag to the player when they are holding the item). And whenever they don’t have the tag, the collision volume isn’t enabled for them so they can pass through.

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But I need it to stop a dice from going out of a certain area but be able to go back in from the other side

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To do that you would need 2 trigger volumes and the collision. Put one trigger volume on the left side of the collision and the other trigger volume on the right side. Configure the collision to only block if the dice has a tag. Make the trigger volume you are throwing the dice to add the tag that makes the dice unable to go back through.

For example, If i throw the dice from left to right. The right trigger volume will apply the tag to the dice when it enters the right side so it cant return to the other side of the collision.

Let me know if you have any more questions about this.

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Could you list the circuit pieces because sometimes I’ll try do do something but then after I receive help I realise that I was missing like 5 circuits

I saw that invisible collisions cant be tag filtered. Here is what I came up with but I’m not sure if its what you are looking for. Make sure to configure Both trigger volumes to only detect objects with the tag you want. I used “dice”. The text is showing the way the dice is moving