How do some atoms like IslTerrain/IslOverlook (see "ResortBase") or ModernRoomBed (see "Scene1") achieve a 'floor' that varies based on location, but yet atoms like Cube or AptChair do not?
When I say 'floor', I mean that when the player moves or teleports to that location, their vertical position is moved up or down to reflect the height of the object (as if the player were standing/sitting on top of it). The teleport tool shows this vertical position prior to teleportation.
IslOverlook is the most extreme example, in that the player can move/teleport to two different vertical positions that overlap at the same X and Z coordinates.
It doesn't seem to have anything to do with collision or physics properties; it is as if there is some attribute provided by Unity when these objects were authored. If it is an attribute, what is it called?
It also doesn't seem to be a function of PlayerNavigationPanel. Said atom will act as a 'floor', but its absence doesn't present atoms like IslTerrain, IslOverlook, etc. from working.
Thanks for any practical insight.
When I say 'floor', I mean that when the player moves or teleports to that location, their vertical position is moved up or down to reflect the height of the object (as if the player were standing/sitting on top of it). The teleport tool shows this vertical position prior to teleportation.
IslOverlook is the most extreme example, in that the player can move/teleport to two different vertical positions that overlap at the same X and Z coordinates.
It doesn't seem to have anything to do with collision or physics properties; it is as if there is some attribute provided by Unity when these objects were authored. If it is an attribute, what is it called?
It also doesn't seem to be a function of PlayerNavigationPanel. Said atom will act as a 'floor', but its absence doesn't present atoms like IslTerrain, IslOverlook, etc. from working.
Thanks for any practical insight.