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    Became Idle only works once...

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    • D
      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

        D 1 Reply Last reply Reply Quote 0
        • 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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            • D
              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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                • D
                  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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                      • D
                        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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