Planet Coaster 2

Planet Coaster 2

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Collision Detection
Where is it? I just built a Restaurant in anticipation of the coming update. The side of the building is separated from the main path by a few inches, yet, guests are walking THROUGH the walls at random like they are members of the X-Men, or through the tables and beams inside of the building.

I guess perhaps that may be difficult to correct with the AI pathing system? It's just a tad annoying.
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Showing 1-15 of 17 comments
Complained about for 7 months now not even commented on by devs...
Trakehner Apr 20 @ 10:06am 
Originally posted by chris CKM:
Complained about for 7 months now not even commented on by devs...
:steamfacepalm:
Kodama Apr 20 @ 10:25am 
Originally posted by Trakehner:
Where is it? I just built a Restaurant in anticipation of the coming update. The side of the building is separated from the main path by a few inches, yet, guests are walking THROUGH the walls at random like they are members of the X-Men, or through the tables and beams inside of the building.

I guess perhaps that may be difficult to correct with the AI pathing system? It's just a tad annoying.
It's one of the few things I hate about the game. The same thing happens to me with fountains: I have to make an empty circle so the fountain fits and visitors don't walk through it.
chris CKM Apr 21 @ 12:25am 
I mean HOW can you even make fountains and shops that peeps can walk through??? Love to hear a comment on that from Frontier. But never...
they do this, because of path merging. if you want hard segments of non walking lines between paths, turn off the merging. the result is, they wont walk through the wall because there is no "path" for them to walk on.
Originally posted by YujoKameida:
they do this, because of path merging. if you want hard segments of non walking lines between paths, turn off the merging. the result is, they wont walk through the wall because there is no "path" for them to walk on.
Do you mean path collision? Only thing I'm finding to do with paths that's close to what you are describing.
mikeyj Apr 22 @ 12:17am 
look on the workshop for `Path cutout` you can then use them to cut out SMALL pieces of path, so the guests do not walk through the objects. It is a bit time consuming, but it does work.
Originally posted by mikeyj:
look on the workshop for `Path cutout` you can then use them to cut out SMALL pieces of path, so the guests do not walk through the objects. It is a bit time consuming, but it does work.
I’ll check it out. Thanks.
Originally posted by Trakehner:
Originally posted by YujoKameida:
they do this, because of path merging. if you want hard segments of non walking lines between paths, turn off the merging. the result is, they wont walk through the wall because there is no "path" for them to walk on.
Do you mean path collision? Only thing I'm finding to do with paths that's close to what you are describing.

no in the path builder. There is an option called path merge. With this on when you build paths next to each other they join. With this, if you hold ctrl to prevent snapping and have path merging off. you can get neat little rows of path right next to each other and the peeps wont cross over them.
Last edited by YujoKameida; Apr 22 @ 5:28am
Originally posted by YujoKameida:
Originally posted by Trakehner:
Do you mean path collision? Only thing I'm finding to do with paths that's close to what you are describing.

no in the path builder. There is an option called path merge. With this on when you build paths next to each other they join. With this, if you hold ctrl to prevent snapping and have path merging off. you can get neat little rows of path right next to each other and the peeps wont cross over them.
Ahhh. You mean it's an option in the settings when you actually select pathing to lay down?
Originally posted by Trakehner:
Originally posted by YujoKameida:

no in the path builder. There is an option called path merge. With this on when you build paths next to each other they join. With this, if you hold ctrl to prevent snapping and have path merging off. you can get neat little rows of path right next to each other and the peeps wont cross over them.
Ahhh. You mean it's an option in the settings when you actually select pathing to lay down?

Yup.
lmay  [developer] Apr 22 @ 8:50am 
Guests walking through objects on paths is something we've had since the original Planet Coaster and for the sequel, we've followed precedent. As in that game, the guests may hop small gaps in the paths.

You can reduce this using the 'fence barrier' object (found in scenery), which has a different guest collision setting on it.
Brainstorm Apr 22 @ 10:21am 
Originally posted by lmay:
Guests walking through objects on paths is something we've had since the original Planet Coaster and for the sequel, we've followed precedent. As in that game, the guests may hop small gaps in the paths.

You can reduce this using the 'fence barrier' object (found in scenery), which has a different guest collision setting on it.
Honestly, “following precedent” is exactly the problem here. A sequel is the opportunity to improve on the limitations of the original game — not to copy them over without addressing player feedback.

Players expected Planet Coaster 2 to finally fix this outdated system. Having guests walk through scenery objects still breaks immersion and feels lazy in 2024, especially when even small indie games manage proper guest collision. Telling players to manually build invisible fences around everything is not a good solution — it’s a workaround for a problem that shouldn't exist anymore.

If the path system allows small gaps to be “hopped”, then the scenery collision should at least be an optional setting, or handled better by default.
Last edited by Brainstorm; Apr 22 @ 10:21am
Trakehner Apr 22 @ 12:25pm 
Originally posted by lmay:
Guests walking through objects on paths is something we've had since the original Planet Coaster and for the sequel, we've followed precedent. As in that game, the guests may hop small gaps in the paths.

You can reduce this using the 'fence barrier' object (found in scenery), which has a different guest collision setting on it.
Added barrier fences in between the paths (As you mentioned, is a thin line between), inside the restaurant walls and some are still ghosting through the walls occasionally.
Originally posted by Brainstorm:
Originally posted by lmay:
Guests walking through objects on paths is something we've had since the original Planet Coaster and for the sequel, we've followed precedent. As in that game, the guests may hop small gaps in the paths.

You can reduce this using the 'fence barrier' object (found in scenery), which has a different guest collision setting on it.
Honestly, “following precedent” is exactly the problem here. A sequel is the opportunity to improve on the limitations of the original game — not to copy them over without addressing player feedback.

Players expected Planet Coaster 2 to finally fix this outdated system. Having guests walk through scenery objects still breaks immersion and feels lazy in 2024, especially when even small indie games manage proper guest collision. Telling players to manually build invisible fences around everything is not a good solution — it’s a workaround for a problem that shouldn't exist anymore.

If the path system allows small gaps to be “hopped”, then the scenery collision should at least be an optional setting, or handled better by default.

This. A million times this!
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