Invisible barrier blocking avatars from passing #2769
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I walked around my scene, and there's this big area which for some reason, won't allow me to walk through. The floor is walkable and my avatar can walk anywhere else; but it's like something invisible is blocking the way. In case it's relevant, the "floor" is actually a png that is laid just on top of the floor plain. But I don't think that's causing the issue. Is this to do with having a big scene file, perhaps? |
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For background, this page describes how the physics works in Hubs. Basically there are two elements: a nav-mesh that the player's feet stick to like fly paper and a collision mesh that they bounce off. If you make the Floor Plan node visible in Spoke you will be able to see both of these. The nav-mesh will be solid blue and the collision mesh will either be red wireframe (if it's a detailed tri-mesh) or yellow wireframe (if it's an approximated height field). If you enter /debug into the chat field in a live room you will also see physics meshes and may glean some extra information. Basically you are looking for a hole in the nav-mesh or an unexpected lump in the collision mesh at the place where your players are being denied entry. |
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For background, this page describes how the physics works in Hubs. Basically there are two elements: a nav-mesh that the player's feet stick to like fly paper and a collision mesh that they bounce off.
If you make the Floor Plan node visible in Spoke you will be able to see both of these. The nav-mesh will be solid blue and the collision mesh will either be red wireframe (if it's a detailed tri-mesh) or yellow wireframe (if it's an approximated height field).
If you enter /debug into the chat field in a live room you will also see physics meshes and may glean some extra information.
Basically you are looking for a hole in the nav-mesh or an unexpected lump in the collision mesh at the pla…