[BUG] Circular hitbox hit detection failed - Resolved

AGM V 1.1.14

[Problem Description]

1 When the bullet’s attack box collides with the enemy’s hit box:
(1) If both the attack box and hit box are square, attacks and hits function normally without issues.
(2) When both the attack box and hit box are changed to circular shapes, there is a probability that enemies fail to register hit detection. :face_with_raised_eyebrow:

2 This is a BUG.

[Reproduce]

1 Download the file, extract it, and run it in AGM by pressing F5.
2 Use [WSAD] or [up, down, left, right] to control player movement.
3 The player automatically fires bullets to attack enemies. Bullets disappear after detecting a hit, but enemies may occasionally fail to register the hit detection. (Bug occurs)

受击判定bug测试.rar (192.0 KB)

GIF 2026-1-25 11-38-25

我也遇到类似情况,有时候,子弹会提前消失

(可能是因为自己触发了改变条件,但是受击对象没有收到攻击框的通知)

(攻击框都是正方形的)
但是也有可能和倾斜角度有关

///

1.私も似たような現象に遭遇しています。弾が本来より早く消えてしまうことがあります。

2.原因としては、自分側で判定条件を変更した瞬間に攻撃判定ボックスの通知が相手側に届かなかった可能性があります。

(攻撃判定はすべて正方形のボックスを使用しています。)

3.ただし、角度が傾いていることが影響している可能性もあります。

///

  1. I’ve been experiencing a similar issue where bullets sometimes disappear earlier than they should.
  2. This might happen because when I trigger a condition change on my side, the hitbox notification doesn’t reach the target object. (All hitboxes are axis‑aligned squares.)
  3. However, it’s also possible that the angle of inclination is causing the problem.
2 Likes

I can observe the phenomenon mentioned by @serbow in version 1.1.14. There should be some kind of bug.
Is there a reproducible project for the issue mentioned by @bigcake?

1 Like

The probability of this collision disappearing prematurely is too low. I seem to have encountered it before—when the bullet’s speed is slightly faster than the protagonist’s, and both are moving right simultaneously, the bullet disappears on its own just before colliding with the protagonist. I’ll try to reproduce this in a small project.

Attack box bug when attacking moving objects, both parties cannot perform action judgment.rar (630.7 KB)

Movement method:

Numpad: Up, Down, Left, Right

Issue description:

When the character is standing still, bullets colliding with the character correctly trigger actions, and the character properly performs the hurt animation.

However, when both the character and the bullet are moving simultaneously, the character takes damage but does not change its animation, and the bullet also does not change its animation. The action is only triggered upon the second collision, when the bullet fully enters the character’s hitbox.

Guess: Possibly related to movement speed, or perhaps due to fractional distances in collision boxes causing judgment issues.

1769348812609

1 Like

This issue has been resolved in V1.1.15. Thank you for the official timely fix and update. Thank you again!