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Post by Rubix on Apr 17, 2014 20:26:15 GMT 1
Read the notes at the bottom for updates on what I discovered with this bug. I was screwing around in my "Test Site" project and I discovered a noclip bug! Noclip as in falling/walking through blocks. Don't try this on an important project, I warned you and will warn you a few more times in this post. Steps to reproduce:Step one, create a NEW project as this can ruin a current project. Step two, place down a sentry (preferably with no tower) a. (The easy way to make one with no tower is put a randomizer connected to an object enabler connected to the sentry tower) Step three, snap a teleporter right at the "floor" of the sentry orb, normally where the top of the tower would be. Step four, enter teleporter that is outside of sentry orb. Step five, go into project mode and plant a nice tree or two in the air. Step six, refresh. Step seven, play.
As I said this can ruin projects, I experienced crashes every time I moved in the project I tested it on.If any of that was confusing I recorded how I did it here. This video also contains some trial and error, so don't lose patience on me. About My Browser
Download the log here: Attachment DeletedPlay the noclip project here. Notes: Noclip does work, but, at any time, not work, I do not know why this is so.(Confirmed): Unity instantly crashes after picking up flamethrower in noclip whilst flying in a jetpack. (Confirmed): Noclip stops when clicked out of the KoGaMa window. (Confirmed): This has the potential to ruin projects rendering them un-editable. (Confirmed): Whenever Unity crashes it crashes on movement rendering the project useless. (Confirmed): If you don't have teleporters, spawn points work too.
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Post by Linkky on Apr 17, 2014 20:45:21 GMT 1
Wow. xD I remember the 2013 Community Picture project was almost ruined because Peaceful did that same kind of bug, but in a different way. It wasn't with teleporters or sentries or a pulse. I think it was with the locations of spawns.
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peacefulplayer
Expert
Check CodeLink & Warlight. Both Games don't have a large player base. My Favorite Multiplayer Games.
Posts: 122
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Post by peacefulplayer on Apr 17, 2014 21:20:36 GMT 1
How Did you place an Object Outside the Map ? Me and Jatsu have done the Same Experiment. This Bug (or Exploit) Crashes your Camera. Jatsu teleported inside a Tower and Tried to Place an Object, He only managed to Spawn Objects Near Him.
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Post by Rubix on Apr 17, 2014 21:21:39 GMT 1
How Did you place an Object Outside the Map ? We Tested With Jatsu and this Bug Crashed Your Camera. Only the Camera Was Teleported. When Jatsu Tried to Place an Object, it spawned near him. Weird, did you two try to reproduce the bug with only one person in the project?
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Post by Rubix on Apr 17, 2014 21:28:23 GMT 1
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Post by Rubix on Apr 17, 2014 21:35:55 GMT 1
Important note:(Estimate): A = 2 model places out of the map B = 1 model placed out of the map. a. If made playable all players see is the sky, play the test game here.b. If made playable players fall through anything they touch, play the test game here.The above statement was tested and untrue.
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Post by Rubix on Apr 17, 2014 22:03:23 GMT 1
I expanded the post a lot since I originally posted it...
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Post by Rubix on Apr 20, 2014 22:52:49 GMT 1
Spawn points work as well in place of the teleporter inside of the sentry.
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Post by Linkky on Apr 20, 2014 22:58:38 GMT 1
Sorry to break it, but I think you should pretty much add those things all into one, instead of just making three separate comments.
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Post by Rubix on Apr 21, 2014 2:32:06 GMT 1
Sorry to break it, but I think you should pretty much add those things all into one, instead of just making three separate comments. I added those comments into the original post, I was just bumping the thread.
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Post by Daniel Everland on Apr 22, 2014 9:35:09 GMT 1
I'm afraid I wasn't able to reproduce. Does this require the use of illegal blocks?
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Post by Jatsu on Apr 22, 2014 10:33:27 GMT 1
Nah, you don't need to exploit illegal blocks to get this to happen. Here's my steps to reproduce:
1. Enable grid snap 2. Spawn a Teleporter and Fire Turret blueprint 3. Move one end of the Teleporter onto the base of the Fire Turret's orb 4. Enter play mode and enter the Teleporter from the other end 5. Once you've gone through the Teleporter, enter Edit Mode ~~~ From here you can enable the drawplane to observe that you're at a very high (or very low - it could be negative) height ~~~ 6. Open your Inventory, and place either a model or logic box into the world at this height. Note, you won't be able to see what you placed. ~~~ With a water box, you'll encounter something Peaceful Player discovered - you'll be able to jump in midair! ~~~ 7. Reload the project 8. Upon rejoin, spawn a new model to the game. Can be any size, and you don't even have to edit it. -> You will no longer be able to collide with any terrain block or model that previously existed in the project. You'll only be able to collide with new models that you create from this point forward. This exploit does progress into a published game.
Here's a quick video of it as well (:
Edit: This video now comes with post commentary! (:
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Post by Daniel Everland on Apr 22, 2014 11:11:35 GMT 1
Thanks, I opened up an old issue we closed because we didn't have any definitive steps to reproduce. This works like a charm!
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