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I have baked the walkable texture onto the ground. Now as I try to walk down corridors, wherever there used to be walls now blocks the teleporter.
There are 5 different mazes laid out over the same scene. They take up the same space, but the walls are different. I toggle each one on or off depending on what maze the user is solving, which might account for the phantom walls. Now I can't seem to get rid of the phantom mesh blocking me from teleporting along the ground.
The text was updated successfully, but these errors were encountered:
UPDATE: It is not the phantom walls, but the tall trigger colliders that I added to the floor tiles to detect when a user is passing through. There is a small amount of room between each box collider that I mistook for the amount of room that the thickness of a (supposedly missing) wall might have taken up. How can I have the parabolic targetter ignore these colliders ?
I have baked the walkable texture onto the ground. Now as I try to walk down corridors, wherever there used to be walls now blocks the teleporter.
There are 5 different mazes laid out over the same scene. They take up the same space, but the walls are different. I toggle each one on or off depending on what maze the user is solving, which might account for the phantom walls. Now I can't seem to get rid of the phantom mesh blocking me from teleporting along the ground.
The text was updated successfully, but these errors were encountered: