Open Sharkmare opened 3 months ago
Could you try out other combinations of collider types paired with the autosnap setting in a grid to show which combinations do and don't work as-expected, @Sharkmare?
E.g. have you tried placing the active collider on the autosnapper? Certain collider types will not register collisions events except under certain conditions- so for the use-case of an autosnapper, you would want it to be an active collider.
The wiki has a table depicting the expected results for which collider combinations will generate collision events.
https://wiki.resonite.com/Collider#Types_of_Collisions_Table
Could you try out other combinations of collider types paired with the autosnap setting in a grid to show which combinations do and don't work as-expected, @Sharkmare?
E.g. have you tried placing the active collider on the autosnapper? Certain collider types will not register collisions events except under certain conditions- so for the use-case of an autosnapper, you would want it to be an active collider.
The wiki has a table depicting the expected results for which collider combinations will generate collision events.
https://wiki.resonite.com/Collider#Types_of_Collisions_Table
II can do that sure,
but am a bit confused because one of the core issues isnt so much that only specific collider types work with autosnap but that the boolean toggle "autosnap" does essentially nothinig.
AutoSnap does nothing. It has long been a mystery to me but it looks like an incomplete feature.
I don't really know what it was meant to do either, so I can't fix it.
AutoSnap does nothing. It has long been a mystery to me but it looks like an incomplete feature.
I don't really know what it was meant to do either, so I can't fix it.
Guess its a mystery only froox would know
It used to do something, and I know what that was @ProbablePrime @Sharkmare. AutoSnap would remove the snapping object from your hand / grabber the instant it is in range of the snapper. Otherwise with AutoSnap off, you need to release the object from your grip yourself.
I didn't realize it was broken.
It used to do something, and I know what that was @ProbablePrime @Sharkmare. AutoSnap would remove the snapping object from your hand / grabber the instant it is in range of the snapper. Otherwise with AutoSnap off, you need to release the object from your grip yourself.
I didn't realize it was broken.
See that's what oriiginally i thought to back in the day, until diiscovering that thatss just based on the colliider type, I'm pretty certaini it never actually worked based off of the toggle, but that being the intention would be my guess too
Just checked the commit logs, that field has been the same since 2019, with it doing nothing.
And yeah the whole "removed from your hand" thing is when the collider for the snap target is active.
EDIT: https://www.youtube.com/watch?v=tQBbMBXCt10
Video for showing the current behavior.
Describe the bug?
Snappers do not and have never respected the autosnap boolean. Instead whether a snapper will autosnap to a target has been dependent on whether there is a hot collider on the hierarchy of the snapper such as an active collidier.
This means a normal snapper object with a trigger collider will never autosnap While a snapper wth an active collider will always autosnap
To Reproduce
Make a snapper / Snap target pair Enable autosnap No autosnapping occurs
Make a snapper / Snap target pair Change type to active collider onn the snapper AutoSnap occurs
Expected behavior
Autosnap toggle to toggle autosnapping
Screenshots
No response
Resonite Version Number
2024.6.25.1149
What Platforms does this occur on?
Windows
What headset if any do you use?
Index, Vive Pro eye, Quest 2, Pico 4
Log Files
.
Additional Context
No response
Reporters
Sharkmare / Eldritchkaiju