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Plugins OffControllerNotTargetable

VRmarth

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VRmarth submitted a new resource:

OffControllerNotTargetable - No more invisible Controllers in the way while posing.

This session plugin disables the collider of every Person Control that is Off in Edit Mode. It has no effect while Show Inactive Targets is enabled.
Especially useful while posing in the hip region where there are a lot of controllers.


Currently it updates every Second. I couldnt find a better way to do it. If someone knows how i can call a method when PositionState or Rotation State changes, please let me know :)

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VRmarth submitted a new resource:

OffControllerNotTargetable - No more invisible Controllers in the way while posing.



Read more about this resource...
You would only need this for the currently selected atom/person, eg foreach on 10-15 freecontrollers EulerAngles and localPosition eg simple data like Vector3 each frame looking for change since last frame will use like 0.000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001% gpu/cputime, Unity is scaled for checking 50,000 values like that each frame, hell, you can just skip the checks even abd just set all of them to hidden 60 times per second with very little stress, or just do it when its obvious something changes its visibility like hitting the "show inactive controllers" button and/or selecting thar freecontroller via the atoms-ui-list in mainUI / mainHUD.
 
Excellent work, great QOL fix! I'd love it if there were a way to apply this to Hidden atoms.
Normally a hidden Atom should not be targetable. I just discovered that this is not the case for Atoms of a Subscene. Will take a look at this.
Any other atom you know that you can still select while hidden?
 
Normally a hidden Atom should not be targetable. I just discovered that this is not the case for Atoms of a Subscene. Will take a look at this.
Any other atom you know that you can still select while hidden?
Oh, interesting! I wasn't aware of the feature, but I tend to use a lot of empty atoms in subscenes, so that would explain it.
Thanks for taking a look :)
 
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