Desktop Interaction Raycast does not respect Ignore Raycast physics layer
closed
4Bakers
- Create an object with a collider and an Udon script that uses the Interact event (hereby referred to as "button").
- Place the object behind a wall (mine's set to not render) with a collider. set the GameObject to the Ignore Raycast physics layer. (hereby referred to as "wall")
- On Desktop, attempt to click on the button with the wall in the way. Despite the wall's physics layer being set to Ignore Raycast, the Desktop Interaction Raycast does not ignore the collider.
Log In
Phasedragon
marked this post as
closed
"ignore raycast" is a unity layer, not a vrchat layer. Hardcoded ignoring that layer is not great because it does not give you the flexibility to do what you need if you are forced to use it. Instead, the intended method is to use custom layers, and to set "interact passthrough" on the vrcworld/scenedescriptor on the layers you want. This allows you to have far more control over how the layer(s) work than just a single hardcoded ignore raycast layer.
4Bakers
Phasedragon: Good to know! I had no idea any of this existed. However, I find it frustrating that I cannot set "Ignore Raycast" in Interact Passthrough, and had to create my ripoff Ignore Raycast user layer and convert everything in my scene to it.