OnEnter Contact Receiver Velocity Behaves Incorrectly
MisutaaAsriel
Issue
When a Contact Sender enters a Contact Receiver set to On Enter with a minimum velocity set, the following is observed:
- Locally, self-interactionaccounts for the velocityof the contact itself.
- Remotely, self-interaction is inconsistent.
- Globally, velocity of thesenderis not tracked for remote players.
- Globally, remote players must be moving themselves to trigger the minimum velocity.
Example:
- Player A has a contact receiver on a shield that plays an effect when a sender with tag Swordof a minimum velocity of0.1enters it.
- Player A also has a contact sender with the tag Swordon a sword.
- Player B is using an identical avatar.
—
- When Player A uses the Swordand taps their own shield with a reasonable amount of force, the effect plays as OnEnter is triggered.
- This effect is inconsistently triggered remotely for Player B.
—
- When Player B uses the Swordand taps Player A's shield,with equal or greater velocityto Player A's attempt, OnEnter isnottriggered. – Tracking velocity is treated as a velocity of0.
- When Player B keeps the sender stationaryandmoves via the control sticks or inputs, collision with Player A's receiver triggers OnEnter thenand only then. – Velocity is inherited from the player.
Notes
- This has been examined and observed by multiple people, and is reproducible. However, others who have done so either do not have access or are not present on the feedback website.
- Possibly related to VelocityMagnitude Parameter local and remote acts different. Seems that how the velocity of both senders and the player is calculated is inconsistent and unreliable.
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