VRC Raycast does not detect other players
available in future release
やっきぃ
When Collision Mode was set to "Hit Players" or "Hit Worlds And Players," my own avatar was hit, but other players' avatars were not.
When using "Hit World" or specifying "Pickup" in "Hit Custom Layers," the target was hit correctly.
Do other players' avatars also need to be running SDK 3.10.3?
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Dexvoid
updated the status to
available in future release
There are two parts to this:
- We will introduce a new version of VRCRaycast that provides an option for whether or not the ray can hit trigger colliders. This is necessary because colliders on other players are triggers. The original version is still selectable as a drop down in the SDK, and existing avatars using this component already will continue using the old version until they are updated and reuploaded by their creators.
- We will change the collision shape on other players from a sphere positioned around their feet to a capsule that matches the shape used by the local player.
We are planning to describe these changes in more detail in our next developer update.
SenkyDragon
Dexvoid Would that also hit world trigger colliders? I could see that getting confusing since worlds typically have tons of those for meta reasons (audio zones, door triggers, etc).
Dexvoid
SenkyDragon Yes, if the ray is configured to hit those layers, since this is a consequence of remote player colliders being triggers. Avatar creators will have the option of ignoring collision against triggers by disabling this option on the component in the SDK.
SenkyDragon
Dexvoid Does that mean to collide with players and the world, you'd need two vrcraycasts? My main concern is users turning on "collide with triggers" to "fix" it colliding with players, and inadvertently making it collide with random triggers in worlds they didn't test with.
Dexvoid
SenkyDragon If you don't want to hit triggers in the world, then yes, you would need two components. Again, this is due to player colliders being triggers, which must remain the case for compatibility reasons, and creators will have the freedom to choose not to hit triggers.
If you're implying we should fire two separate rays from the same component to deal with the Player layer specifically, we're avoiding doing that because it would invisibly increase the cost of the component when this layer is enabled in the collision mask. Having two components makes the increased performance cost visible to the avatar creator.
Camera-Guy
Raycast can't hit Quest Players
Jay McYaru
Can confirm, set a raycast on my hand to "Hit Players" and it didn't register anyone, only me when I pointed it at myself, and setting it to "Player" in "Hit Custom Layer" didn't hit anyone. Luckily we can still use VRLabs' Raycast with FinalIK, but it would be awesome to have this fixed
Wakamu
Can confirm, the same thing for me, when using FinalIK i could still collide with player collision ( a half capsule starting from their feet, which is still something), now there is nothing on the players that it collides to
StormRel
updated the status to
tracked