[1097] OnPlayerTriggerExit does not fire on player leave the instance or enter stations
tracked
CyanLaser
When a player leaves the instance or enters a station, OnPlayerTriggerExit does not fire for any trigger colliders that they were in.
This will break any system trying to count the players in an area.
It is known that Unity will not fire OnTriggerExit when either deleting the collider or disabling colliders, but you must move the collider out of the area.
Example world:
wrld_d3e81903-54d6-4562-a968-2223c368906e
World has a blue trigger area and will display when a player enters or exits. There is also a chair in the area.
Test case 1:
- Have two or more players in the room.
- Have one player enter the area
- Have that player leave the instance.
- Note that a player exit trigger message is never displayed.
- Expected result would be that OnPlayerTriggerExit fires, which would then display the message
Test case 2:
- Have one player enter the blue area.
- Have that player sit in the chair.
- Notice that player exit area does not fire.
- Have the player exit the chair.
- Notice that player enter does fire and the count is now off by one.
- Expected result would be that on entering a station (which disables the player collider), Player trigger exit fires.
Log In
Gahone
"Expected result would be that on entering a station (which disables the player collider), Player trigger exit fires."
I don't think so. Given the Name "On Player trigger Exit, does indeed imply, that the player, sitting on a station while IN the trigger Area, the Player is NOT exiting the Area.
Though, when the Station with the Player on on is leaving the Area, the Player Exits that Area also, and therefore the event should fire.
Gahone
The OnPlayerTriggerExit event should trigger when the players capsule Collider exits the trigger area.
But when a player has a seat on his Avatar for other players to sit on the event will not fire for the seated players. Even though they also leave the trigger area.
Reimajo
Wasted so many hours getting around this bug when it should be super simple to code if it would "just work" =/
Phasedragon
tracked