You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
you can then put a warning, that for the fast forward the first in list will be used.
The text was updated successfully, but these errors were encountered:
AronSchaub
changed the title
[Feature Request] Make ObjectInColliderCondition
[Feature Request] Enable ObjectInColliderCondition have multiple TriggerObject
Feb 4, 2025
counter += Data.TriggerObject.Value.IsTransformInsideTrigger(sceneObject.GameObject.transform) ? 1 : 0;
you can then put a warning, that for the fast forward the first in list will be used.
What would be the use case for that and how would you decide how many of the TargetObjects have to go in which TriggerObject?
The use case is simply that I want to have the possibility to put multiple objects into multiple possible snap zones without the need for multiple conditions.
ObjectInColliderCondition could work with a MultipleScene ObjectProperty. It currently only has a single SingleRefObject:
VR-Builder/Source/Core/Runtime/Conditions/ObjectInColliderCondition.cs
Line 43 in 0f94a59
you would just need to loop through all:
VR-Builder/Source/Core/Runtime/Conditions/ObjectInColliderCondition.cs
Line 135 in 0f94a59
you can then put a warning, that for the fast forward the first in list will be used.
The text was updated successfully, but these errors were encountered: