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Post by janisjoplin on Feb 17, 2017 5:37:40 GMT
Hi All,
We stopped receiving click events near our actor. It seemed to coincide with an update to the latest version from a really old version.
What is the Listener Follower sphere collider and what method creates it? Has this been in all your releases?
Debugged the NGUI click code. It is intercepting the click. The sphere is stopping click reaching the game board plane mesh our actor is on.
Cheers
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Post by DarkTonic Dev on Feb 17, 2017 16:53:37 GMT
It's relatively new, last release or 2. It's for the Ambient Sound script to work properly, which all 3D games should use (probably not many 2D). It can't be turned off.
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Post by DarkTonic Dev on Feb 17, 2017 19:09:46 GMT
Since the Followers are all under the Master Audio game object, you can change the Master Audio game object's layer (and all children when it asks) to "Ignore RayCast", and that should fix the problem.
Let me know if that works, and I'll make the change on our end for the next update.
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Post by janisjoplin on Feb 19, 2017 23:23:35 GMT
Thanks for looking into it. We tried changing NGUI IUCamera event mask to ignore the "default" layer for the sphere collider. Could not assign layer. NO luck. Tried debugging NGUI code but could not figure it out. We eventually hacked MA code by disabling the collider on your end. Everything seemed to still work?
Have no advice on how to modify your code.
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Post by DarkTonic Dev on Feb 20, 2017 1:22:14 GMT
Did you do what I suggested and turn the entire Master Audio game object's layer to "Ignore RayCast"?
You will not be modifying any code, and I will offer no suggestion on how to do so, because it is required for the Ambient Sound script, even if you are not using it.
I'm not sure what you meant by "could not assign layer".
This needs to work, so if you need to send me an example project so I can figure out how to fix it, please do so.
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paulina
New Member
Posts: 1
Posts: 1
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Post by paulina on Feb 22, 2017 16:17:46 GMT
I've changed MasterAudio game object's layer to Ignore Raycasts (and all children) but ~ListenerFollower~ still gets the Default layer.
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Post by DarkTonic Dev on Feb 22, 2017 22:18:08 GMT
I've changed MasterAudio game object's layer to Ignore Raycasts (and all children) but ~ListenerFollower~ still gets the Default layer. Ok, I will need to fix that for the next update, but please manually change the layer of ~ListenerFollower~ at runtime to Ignore RayCast and let me know if the problem goes away. It should. I plan to add code to make all children of Master Audio game object use the parent's layer.
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Post by nicefive on Mar 3, 2017 1:02:45 GMT
If it's of any help our camera is going crazy as the view collision check constantly hits ~ListenerFollower~. Looking at it for more than a few seconds will give anyone a headache for sure, a 60fps flickering jumping camera is not nice at all. We use a standard 3rd party camera system.
We will rollback and keep and a look out for updates.
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Post by DarkTonic Dev on Mar 3, 2017 4:37:12 GMT
If it's of any help our camera is going crazy as the view collision check constantly hits ~ListenerFollower~. Looking at it for more than a few seconds will give anyone a headache for sure, a 60fps flickering jumping camera is not nice at all. We use a standard 3rd party camera system. We will rollback and keep and a look out for updates. I have made updates (not published yet) so that whatever layer you set the Master Audio game object to will be copied to any children of it that are created, such as the followers. This should fix the problem as long as you change the layer of Master Audio game object to "ignore raycast". I would like to send you the beta for you to test. Please email me at support@darktonic.com with your invoice PDF from the Asset Store.
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