bsq-ports / Chroma

Colors!
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Animating wall colors is not working #47

Open Elecast2 opened 1 year ago

Elecast2 commented 1 year ago

I made a map with walls that contains customData with track id

for example: if(v3) { for(var i = 0; i < difficulty.obstacles.length; i++) { difficulty.obstacles[i].customData = {}; difficulty.obstacles[i].customData.track = "w"; } } else { for(var i = 0; i < difficulty._obstacles.length; i++) { difficulty._obstacles[i]._customData = {}; difficulty._obstacles[i]._customData._track = "w"; } }

Then I make color gradient animations like this:

if(v3) { _customEvents.push( { "b": time, "t": "AnimateTrack", "d": { "track": "w", "duration": duration, "color": [ startColor.concat(0), endColor.concat(1).concat("easeOutSine") ] } } ); } else { _customEvents.push( { "_time": time, "_type": "AnimateTrack", "_data": { "_track": "w", "_duration": duration, "_color": [ startColor.concat(0), endColor.concat(1).concat("easeOutSine") ] } } ); }

It works normally on PCVR but when testing on quest the map has invisible walls I am using version 1.28

Fernthedev commented 1 year ago

Lots of people complain about bad looking walls but I've never heard of invisible walls. Keep in mind on the Quest version wall frames are disabled due to visual issues with fake glow. Any chance you could provide footage and/or a map?

Side note: Also I would discourage the use of toggling between v3 support in your script and instead stick to one. Or better yet, use Remapper (v3) (or HeckLib (v2/v3)) since it does most of the heavy work for you and has TypeScript definitions to avoid errors related to beatmap syntax.

Completely unrelated but just my 2 cents. 🤷‍♂️