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Pickup polishing (4) And Fly Camera #259

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Merged
merged 9 commits into from
Jun 13, 2025

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mriise
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@mriise mriise commented Jun 10, 2025

DO NOT MERGE until #258 lands or a different approach is reached.

im pretty sure @dooly123 had some pickup changes that might be good to wait for to avoid conflicts.

Sorry this PR isnt split better but it just so happened the things i was working on all needed changes at the same time.

Changes

Pickups:

  • better (mostly untested) handling of network pickups and stealing
  • max desktop zoop distance
  • proper velocity on drop
  • use direct transform updating when Rigidbody reference is null (or kinematic while held)
  • dont hover/interact if UI raycast had a UI target
  • when non-kinematic pickup disable gravity while held
  • only trigger OnInfluenceEnable/Disable if the value changed state
  • default interact range set to 5.0

InputModule:

Camera:

  • fly movement
  • inherit from pickup to avoid repetitive code
  • camera pinning (handheld, playspace, world)
  • force camera preview to stay in front of face on desktop
  • lots of camera settings for cinematic style movement
  • scale based on player height
  • Take Photo OnPickupUseDown

BasisParentConstraint:

  • blend quaternions better (little testing of this change done)
  • index gaurds

TODO

test in vr, havent tried it at all yet.
test net logic

Known Issues

  • interact Line renderer does clear and turn off when there is a new UI target.
  • desktop control is always pinned in worldspace, ideally this should use a user preference
  • camera must be destroyed in between boot mode swapping, i didnt want to bother handling the state transitions. Respawning is easy enough so its fine IMO
  • Desktop Camera inital offset takes too long to fetch when spawning, this can lead to odd angles if moving quickly while spawning the camera
  • Desktop Camera UI can sometimes block menu UI, not that big of a deal since the exit button is typically still accessible on the camera, though can kinda softlock the menu if combined with the above issue.

@mriise mriise changed the title Pickup polishing And Fly Camera Pickup polishing (v3) And Fly Camera Jun 10, 2025
@mriise mriise changed the title Pickup polishing (v3) And Fly Camera Pickup polishing (4) And Fly Camera Jun 10, 2025
mriise added 3 commits June 11, 2025 04:21
Pickups:
- better (mostly untested) handling of network pickups and stealing
- max desktop zoop distance
- proper velocity on drop
- use direct transforms setting when Rigidbody reference is null
- dont hover/interact if UI raycast had a UI target
- when non-kinematic pickup disable gravity while held
- only trigger OnInfluenceEnable/Disable if the value changed state

InputModule:
- movement, crouch, jump pause requests (temporary implementation)

Camera:
- fly movement
- inherit from pickup to avoid repetetive code
- camera pinning (handheld, playspace, world)
- force camera preview to stay in front of face on desktop
- lots of camera settings for cinematic style movement

BasisParentConstraint:
- blend quaternions better (little testing of this change done)
- index gaurds
@dooly123 dooly123 changed the base branch from doolysbranch to working-on-avatar-UGC June 11, 2025 14:56
dooly123 added 2 commits June 12, 2025 03:22
this allows you to turn of directly the jiggles system
itsKatVR added a commit to itsKatVR/Basis that referenced this pull request Jun 12, 2025
mriise added 2 commits June 13, 2025 00:12
- rename interactDisabled to InteractableEnabled
- use OnPickupDown for taking camera photos
- set default interact raycast distance to 5.0
- Use new locking contexts for camera flying
- Scale Camera UI based on player height (base camera object scale is 0.0003 which should be fixed at some point)
@mriise mriise force-pushed the feat/pickup-netsteal branch from aa512ed to 7685321 Compare June 13, 2025 10:13
@mriise mriise requested a review from itsKatVR June 13, 2025 12:15
@dooly123 dooly123 merged commit 6ec1dc6 into BasisVR:working-on-avatar-UGC Jun 13, 2025
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2 participants