[1181] Colliders on Head bone don’t work correctly especially on Quest
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rapt らぷと
[Attachment YouTube Video] Enabling the collider debugging fixes the issue temporarily.
As the title says, when you set up new coming PhysBone Colliders on a head bone of an avatar, other players can see that PhysBone hairs collide with them correctly but a local player can’t.
I think it’s because a local player’s head bone is scaled to zero (but I don’t know why hairs work correctly).
There are some workarounds for this issue.
For example, creating a isolated secondary head bone and attaching it to a main head bone using Parent Constraints is told to be fine.
However, because somehow Quest users aren’t permitted to use these lightweight Constraints, Quest users keep affected the issue.
Not only for Quest but also for PC users, needing workarounds seems to be annoying.
The attachment shows that local head colliders are technically available.
It would be nice considering to fix this problem.
[[Japanese]]
[1181] 頭のボーンについたコライダーが特にQuestだとうまく動かない
[添付されたYouTube動画] コライダーのデバッグを有効にすると一時的に問題を解決する様子.
タイトルの通り, 新しく来たPhysBone Colliderを頭のボーンにつけると,ほかのプレイヤーからはPhysBoneをつけた髪の毛がそのコライダーに衝突しているのが確認できるが,ローカルプレイヤー(自分)からは確認できない.
おそらくこれはローカルプレイヤーの頭のボーンがサイズゼロに縮小される仕様からだと思います(どうして髪の毛はうまくいくのかはわかりませんが).
この問題にはいくつかのワークアラウンド(その場しのぎ)があります.
たとえば,孤立した第2の頭のボーンを用意して,それをParent Constrintでメインの頭のボーンにくっつける手法はうまくいくようです.
しかし,どういうわけかQuestユーザーはこの軽量なコンストレイントが使えないので,この問題に悩まされ続けます.
QuestユーザーのみならずPCユーザーに於いても,このようなその場しのぎは頭を悩ませるように思われます.
添付動画は頭のコライダーが技術的には存在することを示しています.
この問題を直すように考えていただけるとありがたいです.
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Ruuubick - Designer
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lackofbindings
What happens if you put the collider somewhere else in the hierarchy and use the "Root Transform" slot instead?
rapt らぷと
lackofbindings: I'm sorry but I don't know what do you mean.
Manually attached PhysBone colliders on other bones such as Chest work fine. So hairs collide with a manual chest collider correctly.
And as far as I know, the Root Transform specifies where to start PhysBone calculations, and I could not figured out how the Root Transform relates to this issue.
Could you explain it to me in more detail?
lackofbindings
rapt らぷと: For colliders the Root Transform slot acts kind of like a parent constraint, so you can place the collider component anywhere and then parent it to the desired location. There is a chance this doesn't work either though, I haven't had a chance to test mostly because I don't have any avatars with long hair.
rapt らぷと
lackofbindings: Oh, I got it! Unfortunately, testing your method, I found it doesn't work.
It does exactly the same behavior as a head collider does.
Maybe it is because the Root Transform refers a scale of given Transform unlike a parent constraint.
I thought it would be a breakthrough, but thank you!
Ruuubick - Designer
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[1183] Head colliders do not work on Quest
Davilos
Head colliders seem to not function on Quest but do function when debug is enabled. This happens regardless of if the collider is actually a game object parented to the head or to the base of the avatar game object.
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naqtn
Airbee
I have the same issue, here's a video of my scenario: https://youtu.be/tFcI8grqKvA
Ruuubick - Designer
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