Colliders that are not on the MirrorReflection Layer will stop the "Hand Raycasts"
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This is a big problem when putting colliders on your hands to do interactive triggers. Without putting the colliders on the MirrorReflection layer they will prevent you from interact (clicking) on objects, pickup objects and everything else that requires the "Hand Raycasts".
The "MirrorReflection trick" is not well known, unintuitve and restricts you from customising the collision matrix in this regard.
No idea what the best solution would be, but this needs to be adressed at some point imo.
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StormRel
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StormRel
Thank you for reporting this issue. Since this post is quite old, we are requesting that you confirm that the issue is still present and to provide any updated information.
Vowgan
StormRel: This is correct. This issue still exists, with these trigger colliders either block the VR users ability to interact with things, or give them infinite (though probably 100m) grab range.
My belief is this is because VRChat uses an arrayed raycast, looks for collisions that can be interacted with, and gets odd/breaking behavior when colliding.
VRChat actually implemented a slight mitigation for this, where on the VRCSceneDescriptor, you can tell the hand raycast to ignore your custom layers you have added, though this does not resolve it for existing VRChat layers.
See: Interact Passthrough ⬇️
MirrorReflection is one of the only layers that ignore it natively, as the player does not collide with MirrorReflection.
Vowgan
One common situation that can cause this is the colliders of remote players. You can often find yourself interacting with things far in the distance simply because a player or two are between you and the thing you're interacting with.
owlboy
StormRel: you can also talk to Hackspanner internally about this issue.
Reimajo
StormRel: Even a collider on the MirrorReflection layer can make it very complicated to select an "Interact()"Udon-Button inside it on desktop, so while the issue described in the Canny is still there, the MirrorReflection workaround is also not problem-free either. It works on certain angles, but a lot of angles don't work properly.
owlboy
In the same realm/similar issues:
Reimajo
I've now stumbled upon this issue and my whole world game logic makes every pickup unpickable, great ._.
Helpful Helper
Ruuubick - Designer
Let's keep Udon related bugs only on this forum pls
Helpful Helper
Ruuubick - Designer: In my opinion it is very much Udon related. Yes it does have an effect on both SDK2 and SDK3 worlds. However with Udon it has become much more prevalent that all Colliders block the raycast. Also this is the feedback section not the bugs section. And my feedback is that there should be a way to exclude layers from the Raycast LayerMask with Udon. If it ends up being implemented with or without Udon isnt a concern for me.
AkiraMiura
yesterday i tried creating a hitbox system but it completely blocked item pickups. maybe a something like
VRCPlayerAPI.DisableRaycastLayer(int)
could work?