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    Became Idle only works once...

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    • iTap DevelopmentI
      iTap Development @Deeeds
      last edited by iTap Development

      @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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        Deeeds @iTap Development
        last edited by

        @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:

        0_1509564775904_IMG_0792.jpg

        I've also tried various combinations of turning these on and off, kind of like resetting them, but that doesn't work, either.

        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
        • iTap DevelopmentI
          iTap Development @Deeeds
          last edited by

          @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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            Deeeds @iTap Development
            last edited by

            @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.

            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
            • iTap DevelopmentI
              iTap Development @Deeeds
              last edited by

              @Deeeds do you have friction?

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                Deeeds @iTap Development
                last edited by

                @iTap-Development Yes, lots.

                iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                • iTap DevelopmentI
                  iTap Development @Deeeds
                  last edited by

                  @Deeeds you could share a test project of it not working

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                  • D
                    Deeeds @iTap Development
                    last edited by

                    @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.

                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                    • iTap DevelopmentI
                      iTap Development @Deeeds
                      last edited by

                      @Deeeds well, it working for me, just very sensitive. What you could do Is just calculate it manually.

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                        Deeeds @iTap Development
                        last edited by

                        @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.

                        Aidan_FireA 1 Reply Last reply Reply Quote 0
                        • Aidan_FireA
                          Aidan_Fire @Deeeds
                          last edited by

                          @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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                            Deeeds @Aidan_Fire
                            last edited by

                            @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.

                            Aidan_FireA 1 Reply Last reply Reply Quote 0
                            • Aidan_FireA
                              Aidan_Fire @Deeeds
                              last edited by

                              @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)

                              Aidan_FireA 1 Reply Last reply Reply Quote 0
                              • Aidan_FireA
                                Aidan_Fire @Aidan_Fire
                                last edited by

                                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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                                  Deeeds @Aidan_Fire
                                  last edited by

                                  @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.

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