#If those objects were created correctly

1 messages · Page 1 of 1 (latest)

fallen nebula
#

No, i spawn/setOrigin an entity, say box, which has collider, and i want to know wether it overlaps with anything

carmine cipher
#

You understand that a colliders exists to stop objects from intersecting right?

fallen nebula
carmine cipher
#

Depends on the shape of the object.

fallen nebula
#

trimesh

carmine cipher
#

Lol

#

In your dreams

#

There's no default functionality for that

fallen nebula
#

that is the answer i was looking for

carmine cipher
#

Your only option is query sphere or bounding box

#

What's your use case?

fallen nebula
#

when i'm "carrying" an object check wether it overlaps with anything

carmine cipher
fallen nebula
#

yea, i was hoping that there's more to that than sphere/bb query

carmine cipher
#

What's is your use case?

fallen nebula
#

at least i won't spend a week trying to find what's nonexistent

fallen nebula
carmine cipher
#

That's very vague

#

You're creating object placement stuff?

fallen nebula
carmine cipher
#

Been there done that

#

There should never be a point that they intersect with anything

fallen nebula
#

say object is attachet to player's camera and can be placed with snaptoground

carmine cipher
#

Colliders exists to prevent that

fallen nebula
#

what if it's a static object? it interacts with characters by moving them but it does not care about other static objects

carmine cipher
#

Name one vanilla object that does that?

fallen nebula
#

TVSet_01

carmine cipher
#

I'll take a look at it

fallen nebula
#

Again, in my case it is not spawned in a proper way, it gets teleported to the point say 1 meter in front of the player's camera

carmine cipher
#

Works just fine in my placement mod

fallen nebula
#

do you "spawn" it or move?

#

is that your personal utility mod?

carmine cipher
#

Viddo taking forever to upload.

#

video*

fallen nebula
#

is it still uploading?

carmine cipher
#

It's done now

fallen nebula
#

yeah, works now

#

i see, are you using vanilla preview class or made that from scratch?

carmine cipher
#

No preview. i'm spawning the prefab that I want to place and changing the meshes material.

fallen nebula
#

so you are basically spawning new entity

carmine cipher
#

Red or green depending on if its place-able or not

fallen nebula
#

so what are your conditions for not-placeable?

#

bbox query?

carmine cipher
#

No

#

im doing a trace

fallen nebula
#

GetCursorTargetWithPosition?

carmine cipher
#

No

fallen nebula
#

what does it do if you look at say the middle of the wall, would it make it not-placeable? Sorry for being pain in a butt

carmine cipher
#

You can't "look" at the middle of anything. That's not how traces work.

fallen nebula
#

still i have somewhat different usecase, i am to move already existing entity, placed in the world editor

#

thanks anyway

carmine cipher
#

It doesn't matter. The still have colliders and shouldn't ever intersect. Your logic is wrong.

#

They*

#

You're manually setting their position as opposed to using a trace, thus allowing intersection. That's not how you should be doing it.