ExtendRealityLtd / ExtendRealityLtd/Tilia.Trackers.PseudoBody.Unity
Add guide for how to move psuedo body through colliders with teleporter
- Dominant language
- C#
- Stars
- 4
- Forks
- 1
- PR merge metrics
- No merged PRs in 30d
Description
**Update**
This is now simpler:
* add teleporter
* then you call the teleporter to move the play area
* Then in Teleported event call PsuedoBody.SnapToSource
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Its not possible to simply teleport or move the play area through a collider with the pseudo body because it will resolve the collisions back to the rigidbody collider which cannot pass through colliders.
A simple guide showing how to achieve this with the teleporter:
* add teleporter
* then you call the teleporter to move the play area
* in Teleporting event, disable the PsuedoBody GameObject (to prevent divergence resolution)
* Then in Teleported event call Begin on a WaitForEndOfFrameYieldEmitter
* Then in the WaitForEndOfFraimeYieldEmitter.Yieleded event, just re-enable the PsuedoBody GameObejct (and allow it to re-sync)
Contributor guide
Research direction
Start with the updated procedure in this issue and inspect the Unity Teleporter and PsuedoBody events it names: Teleporting, Teleported, SnapToSource, and WaitForEndOfFrameYieldEmitter. Document how to add and call the teleporter, handle the relevant events, and re-enable the PsuedoBody after the end-of-frame wait; done means a newcomer can follow the guide to move the play area through colliders without divergence.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- documentation, game-dev
- Issue type
- Documentation
- Difficulty
- 2/5
- Estimated time
- 1-3 hours
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 55/100