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Is your feature request related to a problem? Please describe.
Currently, Raycaster and RaycastOne are not affected by SlotRaycastTransferPortal, they just touch the collider the portal is on and not go through. However it does affect regular user lasers as I assume they're intended for.
Describe the solution you'd like
The ability for Raycaster and RaycastOne to transfer through SlotRaycastTransferPortal components.
How exactly it should be exposed I'm not sure, I don't know if it would be better for the SlotRaycastTransferPortal to have toggles to affect normal raycasts or for the nodes themselves to have options to ignore portals.
Describe alternatives you've considered
You could in theory duplicate a raycastOne when it touches a certain tagged slot of say, portal and do another raycast in the portal's position but the math needed for that is a little overwhelming compared to a component that can handle it and add more functionality.
Additional Context
I admit, I am unsure if this is a bug but given it is adding a feature to a component that does not currently have it, it being under a new feature makes more sense to me. If wanted I can make another issue to file this one as a bug.
I'm also unsure if MeshUVRaycastPortal is the same, I wasn't able to get that working enough to understand.
However this would be a really fun thing to mess with and open up the ability for say, guns or tools to function through portals. Basically being able to do what Splitgate can do with their guns and the like.
Requesters
Ohzee
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Currently, Raycaster and RaycastOne are not affected by SlotRaycastTransferPortal, they just touch the collider the portal is on and not go through. However it does affect regular user lasers as I assume they're intended for.
Describe the solution you'd like
The ability for Raycaster and RaycastOne to transfer through SlotRaycastTransferPortal components.
How exactly it should be exposed I'm not sure, I don't know if it would be better for the SlotRaycastTransferPortal to have toggles to affect normal raycasts or for the nodes themselves to have options to ignore portals.
Describe alternatives you've considered
You could in theory duplicate a raycastOne when it touches a certain tagged slot of say, portal and do another raycast in the portal's position but the math needed for that is a little overwhelming compared to a component that can handle it and add more functionality.
Additional Context
I admit, I am unsure if this is a bug but given it is adding a feature to a component that does not currently have it, it being under a new feature makes more sense to me. If wanted I can make another issue to file this one as a bug.
I'm also unsure if MeshUVRaycastPortal is the same, I wasn't able to get that working enough to understand.
However this would be a really fun thing to mess with and open up the ability for say, guns or tools to function through portals. Basically being able to do what Splitgate can do with their guns and the like.
Requesters
Ohzee
The text was updated successfully, but these errors were encountered: