[1818] VRC Raycast component player collisions are only visible to the player being collided with.
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OrendCross
- Using the new raycast component, set the Collision Mode to anything involving players. (Modes tested: 'Hit Players', 'Hit Worlds and Players', 'Hit Custom Layers - Everything', 'Hit Custom Layers - Player, LocalPlayer')
- Attempt to view the collision in-game.
When attempting to collide with another player, the collision is only visible to the player the raycast is colliding with; no one else.
All test were on Build 1818 on PC.
Video of the issue: https://www.youtube.com/watch?v=KHjRiAfAuHc
In the video, the Collision Mode was set to 'Hit Custom Layers - Everything'
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KirianVR
This is probably because the collider for the player is different locally and for remote (god fix this please it's been 3 years).
If you want to see the collision on your end, you need to hit the Player collider which is a small sphere at the players' feet.
OrendCross
KirianVR This is true; the workaround I've used in the past with FinalIK is to instead target the UI Layer (Player Capsule) on the local client, and translate the hit distance via contacts, to mixed success.
But in the video, despite using the 'Custom Layers - Everything' tag, it wasn't colliding with the UI Layer either..
Granted I realize the goal of the VRCRaycast Component isn't to replicate FinalIK's function 1-to-1, but it would be nice to have some way to reasonably view collisions with remote players c.c
KirianVR
OrendCross You shouldn't be relying on the UI Layer (And UIMenu). Pretty sure those only exist when your menu is open in some capacity (at least that's how it is for UIMenu). Tho I've yet to try that myself. The only "consistent" collider on remote players is the Player collider but because it differs in size, shape and position you can't realistically do much with it outside of offsetting your objects locally to match or attach an object to the player with the funky contact tracker tech-
OrendCross
KirianVR I do not wish to rely on the UI Layer, that's why I made this bug report :'>
StormRel
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