|
Post by Jatsu on Apr 11, 2020 20:57:01 GMT 1
KoGaMa Profile: www.kogama.com/profile/578812/Web Browser: Firefox Client: WebGL AboutMyBrowser.com Link: aboutmybrowser.com/r29U98SUSteps to Reproduce1. In project, place an area trigger with maximum settings. 2. Connect any output event to the area trigger (e.g. skybox, fire, etc.) 3. Enter play mode. 4. Move inside the area trigger region. 5. Reposition your camera so that the logic box is culled (the region will also disappear). -> Any logic connected to the area trigger will no longer be active despite the player being inside the region. Additional Information (Optional)This is issue does not occur in a published game, presumably because the area trigger box and region are never rendered. In a multiplayer editing session, the area trigger logic is entirely dependent on the player inside its region. So if the testing player has culled the area trigger box, then the server will not enable the logic connections for all other creators as well. Toggling logic visibility has no effect on this issue.
|
|
|
Post by Unicorn on Jun 16, 2020 14:07:07 GMT 1
I am sorry, but I don't understand what you mean by "culled", could you please explain?
|
|
|
Post by Jatsu on Jun 23, 2020 10:53:42 GMT 1
From: docs.unity3d.com/560/Documentation/Manual/OcclusionCulling.htmlIt started after build 2.27.13-2020-03-10Maintenance was deployed on the test server (via internal changelog): This is an optimization in reference to logic objects which don't appear in published games, but are required to be rendered in editor mode. While most logic is handled server-side, actual triggering of that logic is still client-side. Consequently, if an area trigger box is culled while a player is inside of its region, then it ceases to function. That is, their client will no longer update to the server telling it that any connected logic is being triggered. It doesn't seem like it's possible to cull levers and pressure plates because the camera will always be close enough or orientated in a way that these logic trigger objects can't be culled, even with variable camera box settings. That being said, all the information listed under the Additional Information section in the original post is still valid. Lastly, here's a visual example, where the dotted lines indicate hidden or culled objects:
|
|
|
Post by Daniel W on Oct 29, 2020 15:02:53 GMT 1
Thanks for reporting this issue, I've added it to our bug tracker. You've been awarded 80 gold and 1 successful bug report! 40 gold for the successful bug report + 40 gold for a high-quality bug report
|
|