Possible solution:
- Attach an eventhandler directly in the engine to particles, which detects if a procued particle collides with some other object. Could possible utilize the existing rubble handler to inject other types of commands
The event handler would need:
- Particle source object
Challenge: It should not be activated per default. For saving performance, this feature needs to be activated / deactived per source type or source object.
Reverse Handler: Attached to object
- Utilize for example EPEContact to determine, if a particle hits an object, which is being hit by an article
- Or - stick the particles to a object, if he collides for some milliseconds. And and a event handler, if object has sticking particles count > 0.