VPRL/Virginia-Philosophy-Reality-Lab

Rigidbody Floating Point Errors on Instantiation

JShull opened this issue · 1 comments

Describe the problem
Physics instantiation when the user has their hand in the same spot as our repair guy being generated is going to cause an instant floating point physics launch scenario in which the force registered is going to exceed the action of pushing.

To Reproduce
Steps to reproduce the problem:
Put your hand near where the guy walks and positions himself right before he crouches down and watch the magic!

Additional Context
Going to have to first notify the user of this persons presense - prior to this version we had the door open and we used the door shutting as a signal to the user to turn around - going to have to bring back audio cues to inform the user of the person walking over. When we go from the animation state to the interaction state need to do a quick check of where the users hands are, not activate any rigidbody information until the users hands leave a trigger zone that aligns with the repair person, upon leaving that zone we activate the rigidbody on the repair person and wipe/reset all rigidbody physics related data. This should be a finalized solution and will resolve issues identified in #35

Going to close this - quick sound bit was added to hopefully pull the users attention away from this occuring but to catch this would require a little bit of additional work and at this point in time doesn't justify the end as it's a very small % of this happening.