#im getting a really weird behaviour that

1 messages · Page 1 of 1 (latest)

fresh nacelle
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.

charred root
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Just trying to explore all possibilities

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Rather than ruling anything out

fresh nacelle
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im just gonna show the difference between my menu vs game rq

charred root
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I gtg good luck

fresh nacelle
short night
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I'm going to ask a dumb question, but I know you've narrowed it down to the character controller (which I have seen conflict with various XR rigs before).

But, ruling out the collision possibility. In the broken scene, if you disable the entire environment - and put your rig just on a flat plane with a collider - does it still happen?

If yes - the environment isn't at fault. That would mean it needs to be the rig and/or character controller at fault (could be a bad offset, physics of character controller causing it to move or fall but the XR rig is locked in position thanks to how it's coded, etc).

fresh nacelle
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this would work right?

short night
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Yeah

fresh nacelle
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ill get back in a couple of minutes with result

short night
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Just let us rule out the entire environment in one swoop

fresh nacelle
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yea

short night
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Although you need to be standing on something or the character controller would fall I think

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So the cube should do it

fresh nacelle
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it is the environment

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the rig moved forward slowly as i wrote the code

short night
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Ok that helps. Hmm

fresh nacelle
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now to move each part of the environment back out, one at a time to see which one is at fault

short night
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Good idea, I was thinking the same thing. Im hoping it's just a rogue box collider or mesh collider with convex on somewhere

fresh nacelle
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oh shit, uhhhh

short night
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Interesting colliders

fresh nacelle
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yea

short night
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I want to see this when it's ready now :D.

fresh nacelle
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im so confused why they are like that

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they never were before

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this issue started yesterday

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this project has been around for months

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disabled the colliders outside that room, gonna test again

short night
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That's a very unusual collision set. It's odd for sure. Some base mesh change maybe, and the colliders scaled up once it finished importing? Anyway yeah definitely check again

fresh nacelle
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no clue why the colliders are the way they are

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they have been good for months

short night
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That one's new to me too

fresh nacelle
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yeah, source problem found, thanks

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dont know how to fix it though

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hah, uhh

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seems like i found the problem

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i had accidentally re-exported from blender using all local scale instead of fbx units scale

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oh yes, world is back to normal and my rig moves like normal again

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@short night thank you so much for your help
you saved me from insanity

short night
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Awesome, I dunno how you are going to fix it but at least we know what's happening