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Revert "Use VRCParentConstraint instead of constraint hack for world fixed objects when available (#1326)" #1363
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…fixed objects when available (#1326)" This reverts commit a984cf8. The prior behavior was to lock world fixed objects at their offset from the origin; however with this change we ended up locking them at a location relative to the avatar spawn location, breaking some gimmicks. I tried experimenting a bit with VRCConstraint to try to replicate this behavior, but it seems a bit non-trivial, so we'll revert this as a hotfix for now.
FYI @JLChnToZ - this change broke some gimmicks, so I'm reverting it for now. |
Sad to hear, but I still thinking is there a way to migrate them. |
Yeah, let's unbreak things for now and then figure out how to migrate. I did try putting the prefab into a source - this works in editor but breaks in client unfortunately. |
I would like to know the details on when it breaks. Guessing is it breaks when mixing use of other Unity constraints without migrating? |
AFAIK, world origin prefab trick will work as before with VRC Constraints so reimplementing without FreezeToWorld would be the solution to this breakage. |
Do you mean just use the |
Sorry for late response.
Yes. |
If so, I can make another patch with this alternative logic. |
Anyways, I need to know how to reproduce the not working cases for further patching. |
I think just placing something under MA World Fixed without constraints to the Avatar hierarchy would reproduce the problem. (not tested) I think old (Parent Constraint to the prefab) way would place the object at the world origin and new (FreezeToWorld) method would place the object at the spawn position. |
Just add a cube at local position 1,0,0 with world fixed constraint on it. Correct behavior is to be locked to world origin + 1m, actual behavior was to lock to avatar spawn position + 1m. |
This reverts commit a984cf8. The prior
behavior was to lock world fixed objects at their offset from the
origin; however with this change we ended up locking them at a location
relative to the avatar spawn location, breaking some gimmicks.
I tried experimenting a bit with VRCConstraint to try to replicate this
behavior, but it seems a bit non-trivial, so we'll revert this as a
hotfix for now.