Became Idle only works once...
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My ‘hero’ drops into the scene, and is moving until he’s not... at which point he reports being idle.
After that, I play a little, he jumps and spins, then comes to rest.
But he never "becomes idle" again, despite coming to a full stop.
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@Deeeds do you possibly have a touch behavior or something connected above the “became idle”? I could be wrong, but I think if you have something like “started touching” and then “became idle” the touch would have to be retriggered at least once before “became idle” would be retriggered.
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@iTap-Development No, the two behaviours, idle and active are sitting alone, at the top of the object, inside the object of interest, like this:
I've also tried various combinations of turning these on and off, kind of like resetting them, but that doesn't work, either.
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@Deeeds just made a test project....it seems like it’s just very sensitive to any movement. I had a ball drop to a platform and it triggered, but if I dragged the ball up and dropped it wouldn’t trigger. So I changed the air resistance from the default 0 to 1 and after a few seconds it stops moving completely and will retrigger. I think without are resistance or enough friction, it just keeps moving a tiny bit.
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@iTap-Development I've tried with much higher air resistance, but not waited for minutes. Dropping doesn't seem to be the problem, rotation is the problem.
Any rotation seems to take FOREVER to actually stop to the satisfaction of this trigger.
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@Deeeds do you have friction?
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@iTap-Development Yes, lots.
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@Deeeds you could share a test project of it not working
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@iTap-Development I could, but there's no need. You've confirmed the problem.
The rotation movement sensitivity for triggering an idle state is either too sensitive, or there's a process of halving halves in tiny decimals that's going on forever and still being considered "rotation", or both.
It's a bug.
Or a feature.
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@Deeeds well, it working for me, just very sensitive. What you could do Is just calculate it manually.
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@iTap-Development Or you could acknowledge it's a buggy behaviour that's not working as intended, and doesn't work in the manner the simple (non rotational) movement idling does, and expect it to get fixed by the powers that be.
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@Deeeds It’s probably not the behaviour that’s being buggy, but the physics system being annoying, and that you think the object has stopped but it’s actually just moving REALLY REALLY REALLY slowly. If I’m right, that sucks.
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@Aidan-Oxley Yes, I agree with you, I think the rotation part of the physics engine is reducing speeds by the factor of the air resistance, down to TINY little numbers... and this is being considered to still be movement. Either a filter is needed on rotation reduction under air resistance or a filter on the definition of idle.
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@Deeeds Just do it manually lol. Run a timer, Get Velocity of your object, If velocity is less than something really small, say 0.01, do whatever behaviours that should act when its idle. (You may or may not need to make 2, one for x and one for y)
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I didn’t read all of it, you’re using rotation? Alright, Get Rotational Velocity in the physics tab and do the same thing.
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@Aidan-Oxley I've already done all that. My point is.... it is a bug, and this is the bug reporting section of the forum.