nyx
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Posts: 13
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Post by nyx on Feb 20, 2020 8:20:18 GMT
I have a step-pyramid with a sphere collider that extends a little past the bottom level and it is set to trigger. Sometimes the third person character stops moving where it encounters the sphere, but if you turn around and walk back toward it the TPC will pass through. Not sure it is Invector related but thought I’d ask if anyone has encountered this or has any ideas as I’m baffled by how that could happen. Thanks!
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Post by Invector on Feb 20, 2020 13:27:44 GMT
I'm not sure I understand the bug, but make sure your triggers are using the layer "Triggers" as well
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nyx
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Posts: 13
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Post by nyx on Feb 21, 2020 6:30:46 GMT
I'm not sure I understand the bug, but make sure your triggers are using the layer "Triggers" as well
Not sure how clear this is, but hopefully you can see that there is a sphere collider around the pyramid. When the TPC hits the edge of the sphere... if he is running, he sort of pauses for a split second when he encounters the trigger collider and will generally keep going... if he approaches it slowly, stops, and then you try to walk past it, then he cannot cross past it. As if there were an invisible dome that can only be penetrated if your velocity is high enough. I've created a layer called 'Triggers' and I could have sworn that fixed it earlier today, but I tested it again just now and am having the same issue.
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Post by Invector on Feb 21, 2020 18:01:45 GMT
You shouldn't be creating a layer Triggers because the project already must have one, if you didn't have one then you didn't import our ProjectSettings which causes several issues for the character controller and camera.
Go to the menu Invector > Import ProjectSettings
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nyx
New vMember
Posts: 13
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Post by nyx on Feb 21, 2020 19:10:51 GMT
There is no import option under the invector menu.
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Post by Invector on Feb 21, 2020 20:23:24 GMT
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Post by rolfy on Feb 21, 2020 21:36:00 GMT
Could be because you got the trigger and a box collider on same object use an empty game object and put your trigger on that... if still colliding change the sphere trigger layer to 'Ignore Raycast' . I have run into this one a few times and found no reason for it with everything set up as it should be, changing the layer as above fixed it and trigger worked fine. I use a separate collider on player as well for triggers with this too set to 'Ignore Raycast'.
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nyx
New vMember
Posts: 13
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Post by nyx on Feb 21, 2020 22:15:11 GMT
I think that did it, thanks!
I don’t have the full version yet, trying to decide between just locomotion or get the melee and networking component... is the import settings not included in the free version?
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Post by rolfy on Feb 21, 2020 23:14:43 GMT
I would go for the Melee controller if your game requires combat, will save yourself a lot of work
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nyx
New vMember
Posts: 13
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Post by nyx on Feb 22, 2020 2:08:13 GMT
I was leaning toward it because of the networking / multiplayer add on... but do you happen to know if that is compatible with one of the players being in VR?
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Post by Invector on Feb 24, 2020 13:49:45 GMT
I think that did it, thanks! I don’t have the full version yet, trying to decide between just locomotion or get the melee and networking component... is the import settings not included in the free version? Oh that explains a lot - the free version doesn't have any collider detection or project settings to be imported, it's as described a lite version of the full template.
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