Player able to walk through doors using trackpad movement
See original GitHub issueEnvironment
- Source of VRTK (Unity Asset Store or Github) Github
- Version of VRTK (Unity Asset Store/Github release number) (Github master commit hash) Commit: 94914f07c9a5098ff6a477df03f3e3c8ef8c917c [94914f0] (Latest Master Release)
- Version of Unity3D (e.g. Unity 5.4.4f1) 5.5.0f3
- Hardware used (e.g. Vive/Oculus) Vive
- SDK used (e.g. OpenVR/SteamVR/Oculus Utilities) SteamVR
Steps to reproduce
- Open example scene
025_Controls_Overview
- Copy one of the
NormalDoor
objects e.g.ExampleWorldObjects->NormalDoor (inward normal)
- Open example scene
017_CameraRig_TouchpadWalking
- Paste the
NormalDoor
into the scene. - Start the scene and walk at the door (in to the side that shouldn’t just swing open)
Expected behavior
When you walk into door, the players view should be faded to black and be rewinded to his last known good position.
Current behavior
I am able to walk right through the door, without any fade to black occuring and without any position rewind taking place.
Issue Analytics
- State:
- Created 6 years ago
- Comments:25 (14 by maintainers)
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Top GitHub Comments
@thestonefox sounds good to me, dont be afraid of casts, you can do 10k casts in a frame with no hitches at all. Its actually pretty cheap.
This is an issue with Unity collision tunnelling because the default box collider on the door is so thin and the play area is being moved with
transform.position
being updated it means you’re passing straight through the door’s collider.A quick work around would be to make the collider of the door thicker.
I’m not sure if ideally the play area should be moved with the rigidbody rather than transform.position.
But another fix maybe would be to implement a raycast from the headset to the length of the next position and see if it collides with anything, if it does then prevent the walk in that direction (i think i’m going to look at this as the current fix as it should be easy to implement).