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Snappers do not respect "AutoSnap" toggle #2405

Open Sharkmare opened 3 months ago

Sharkmare commented 3 months ago

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

shiftyscales commented 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

Sharkmare commented 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

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.

ProbablePrime commented 3 months ago

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.

Sharkmare commented 3 months ago

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

shiftyscales commented 3 months ago

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.

Sharkmare commented 3 months ago

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

ProbablePrime commented 3 months ago

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.