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forked from cgvr/DeltaVR

fix radio button flakiness

This commit is contained in:
2026-02-18 14:55:31 +02:00
parent 255f3c1696
commit d206502ab3
8 changed files with 16 additions and 18 deletions

View File

@@ -1,8 +1,6 @@
### TODO
* shape detection:
* shape scanner peenikesemad kiired
* shape scanner mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
* shape scanner mustad kiired on halvasti nähtavad pruuni materjali taustal
* PC uus mudel, kus enter key liigub õigesti + õige sound effect enter nupul
* objektidel ebasobiv layer, kukuvad läbi põranda
* archery range:

Binary file not shown.

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@@ -4411,7 +4411,7 @@ SphereCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Radius: 0.1
m_Radius: 0.06
m_Center: {x: 0, y: 0, z: 0}
--- !u!1 &5893976019349174190
GameObject:
@@ -6732,7 +6732,7 @@ SphereCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Radius: 0.1
m_Radius: 0.06
m_Center: {x: 0, y: 0, z: 0}
--- !u!1 &7486924273507720172
GameObject:

View File

@@ -303,8 +303,6 @@ MonoBehaviour:
loadingMaterial: {fileID: 2100000, guid: 33390c6f2eb32df47809c60975868a0c, type: 2}
voiceTranscriptionBox: {fileID: 0}
imageDisplay: {fileID: 6899506685386251279}
promptSuffix: ', single object, front and side fully visible, realistic style,
plain neutral background, clear details, soft studio lighting, true-to-scale'
--- !u!114 &8388680764149718488
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -370,9 +368,9 @@ MonoBehaviour:
_initializeOrder: 0
_defaultDespawnType: 0
NetworkObserver: {fileID: 0}
<PrefabId>k__BackingField: 0
<PrefabId>k__BackingField: 18
<SpawnableCollectionId>k__BackingField: 0
_scenePathHash: 0
<SceneId>k__BackingField: 0
<AssetPathHash>k__BackingField: 16999457738479142014
<AssetPathHash>k__BackingField: 7329726112418745078
_sceneNetworkObjects: []

View File

@@ -221,9 +221,9 @@ MonoBehaviour:
_initializeOrder: 0
_defaultDespawnType: 0
NetworkObserver: {fileID: 0}
<PrefabId>k__BackingField: 0
<PrefabId>k__BackingField: 19
<SpawnableCollectionId>k__BackingField: 0
_scenePathHash: 0
<SceneId>k__BackingField: 0
<AssetPathHash>k__BackingField: 16834818735520970046
<AssetPathHash>k__BackingField: 16424558553273032790
_sceneNetworkObjects: []

View File

@@ -401,11 +401,11 @@ MonoBehaviour:
_initializeOrder: 0
_defaultDespawnType: 0
NetworkObserver: {fileID: 0}
<PrefabId>k__BackingField: 0
<PrefabId>k__BackingField: 20
<SpawnableCollectionId>k__BackingField: 0
_scenePathHash: 0
<SceneId>k__BackingField: 0
<AssetPathHash>k__BackingField: 16717644425602052398
<AssetPathHash>k__BackingField: 17886704559288870566
_sceneNetworkObjects: []
--- !u!1 &5819114791296431922
GameObject:

View File

@@ -33,19 +33,21 @@ public class ReleasableButton : MonoBehaviour
}
private void OnCollisionEnter(Collision collision)
private void OnTriggerEnter(Collider collider)
{
if (!isButtonDown && collision.gameObject.tag.EndsWith("Hand"))
if (!isButtonDown && collider.gameObject.tag.EndsWith("Hand"))
{
Debug.Log("collided with: " + collider.gameObject.name);
Activate();
OnButtonPressed?.Invoke();
}
}
private void OnCollisionExit(Collision collision)
private void OnTriggerExit(Collider collider)
{
if (isButtonDown && collision.gameObject.tag.EndsWith("Hand"))
if (isButtonDown && collider.gameObject.tag.EndsWith("Hand"))
{
Debug.Log("collider exited: " + collider.gameObject.name);
Deactivate();
}
}