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[Bug] Changing object collision_enabled and visible doesn't seem to work #217
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maybe this does not work beacause you are executing this server side only?, have you tried runing the gdscript code in the client aswell? the only way to execute gdscript code on the client at the moment is by compiling a custom Mirror client using the custom godot build and edit client to run it. |
Recommendations for the mirror to implement/fix this issue:
For the person fixing this (or networked methods basically)
Furthermore we need to fix the difference here between play and build. |
There is a wayarround this by using this line of gd script for setting collision or visible to false/true: |
So i found the bug on Mirrors singleton set_object_property function:
this only works locally
|
Also for tween model scale you want to use Mirrors singleton's tween_object_property function |
if after apply |
Which environment? Mirror Official app (Itch/Steam/Epic), open-source docker, or open-source no-docker?
Itch
When I used code
(Note: / is OR)
It didn't work in dev mode
I went and used
target_object.model_scale
it worked in dev, when I published space(link below) changing model scale didn't work.Also in dev env I noticed ghost collisions for object that has model_scale modified via code and I was unable to tween it, if I did all I seen was state 0 and 1 I mean when wanting object to have scale changed from
Vector3(0,0,0)
toVector3(1,1,1)
All I could see was object visible or invisible, also I think object scale was tweened properly, although I am not sure on that one.If I am not mistaken it has been like that since release of adding gdscript scripts to objects...
Additional context
https://in.themirror.space/s/66473a3371ccefbdaae05f66
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