OnPlayerTriggerEnter/Exit don't fire when a player is in a moving station
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BocuD
This can be an issue when using stations for vehicles with trigger zones. For example, i have a setup where i want audio to enable and disable based on the player location. This works fine with players, but to make it work with those vehicles i would need a second check for the vehicle.
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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 trigger for the seated players. Even though they also leave the trigger area.
Very anoying
StormRel
Merged in a post:
Stations don't update OnEnterTrigger objects
Theslythief
Going into a station won't affect colliders that a player would normally walk in and affect. This causes inconsistencies with object states.
Example:
- Create a trigger zone that enables and disables gameobjects
CORRECT BEHAVIOR (Walking in) ✅:
- Enter triggering zone (via walking)
- Walking inside zone toggles gameobjects
INCORRECT BEHAVIOR (Station) ❌:
- Entering the trigger zone within a moving station
- Station is within the trigger zone
- Trigger zone does not toggle gameobjects properly.
Vesturo
Kinda weird that that is not a thing. Could it be because they were meant to be static originally?
Anyway would be a nice QoL fix, there is many ways to utilize Stations nowadays!
Maybe even with another bool isSeated or similar so that we can actively check if the collider gets entered in a station?
Dustuu
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