Disabling Raycasting Collision with custom layers / Allow Custom Culling Masks
AlphaSatanOmega
Due to the current behavior of the raycaster, Any collider with 'isTrigger' ticked, prevents the raycaster from interacting with highlight-able triggers placed inside. Especially the smaller in size they are.
This results in having to produce needlessly complex workarounds that function worse than just using an isTrigger collider
(Example; Player enters collider set to isTrigger, collider enables an object. Inside collider, there is an interactable button to toggle an object.)
In this scenario, with the way the raycaster operates, this would not work.
Now, there are 2 separate options for this feature request that would resolve this problem.
- The first is not allowing the raycaster to interact with layers that have been customized not to collide with many of VRChat's default layers. I'm not entirely informed on how the raycaster in VRChat does interact with layers, so this may be the less plausible option. Please provide any information that would help me better understand how the raycaster operates.
- The 2nd option would be to allow for custom culling masks on reference cameras. As it stands now, VRChat respects custom Clear flags, background colour, and clipping planes, post fx, and possibly more, on set reference cameras.
But it does not respect custom culling mask settings. If a layer is told not to render by the camera, the setting is ignored in client. But the client itself seems to override these settings with its own culling mask settings. Such as the MirrorReflection layer.
Currently, it seems only the MirrorReflection layer is not rendered by the player camera (unless on a mirror), and doesnt interfere with the raycaster.
So it would be more beneficial to world creators to be able to have control; over custom layers at least, to be able to tell the reference camera whether to render them or not. This would be a much better workaround for the raycaster having these interaction problems.
Though, if there is key information I'm missing on how the raycaster and related works in relation to VRChat, please do inform me, so that I may understand them better.
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