Closed 01271 closed 8 years ago
I would have thought the OnTriggerExit would have been called when the object was destroyed. I'll look into it and see what's going on.
Fixed with https://github.com/thestonefox/SteamVR_Unity_Toolkit/commit/49bc483cb1b75efe436cc60d54c1c6f4c694cc1a
Sorry for the delay
Hello, the issue here is that if I have enemies who fire rockets, balls or items at the player's head and the items are set to be destroyed upon collision, the onTriggerExit in VRTK_HeadsetCollisionFade.cs event will not be called.
This results in the screen becoming permanently black (my current fade colour).
I have made a simple and cheap solution: move the items to Vector3.zero then delete them, but I thought it would be a good addition to VRTK itself to have "black-screen due to objects being deleted in-camera" prevention built in, as it could occur in random or unpredictable instances (such as a player having their head accidentally in a prop they shouldn't be in that's about to be destroyed).
Issue replication: have the camera touch anything that would cause it to have a black screen, then destroy the object it is touching.