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Source position may be modified #153
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What if the setup doesn't even have the psuedobody in play? The headjoint is part of the tracked alias, and the movement is being caused by the teleporter. The pseudobody code does not alter the position of the source, only the character controller (as far as I can see). I'd recommend simplifying the steps to reproduce as there could be a number of points where an issue is being introduced by the steps involved right now. |
cannot reproduce the HeadJoint position modified issue with these steps. @thestonefox please advise for the next test. |
Observe that the the HeadJoint position is modified. Also notice that its position may be constantly being updated due to some floating point error PS. I just checked the code, PseudoBodyProcessor will change Facade.Source.transform.position (line 185, 201, 275) |
yeah I can recreate with those, good spot on the processor line, i'll see whats going on |
it's a bit odd that it changes the source position, because usually that is the headset alias which is being kept in sync with the actual headset, so changing the position of it doesn't really affect anything. But obviously in this regard it is causing an issue. I'm not entirely sure why the source is changed at all. |
What about something just like this? you can just untick the update source position bool? |
confirmed #154 in this situation the source HeadJoint position is not modified. |
I don't know why the source position is modified, chris wrote the psuedo body stuff originally and I'm struggling to think of a time when you'd need to modify it. I remember there was something about you could use it without vr stuff and in those instances it probably makes sense. |
Environment
Steps to reproduce
Expected behavior
After the teleport, the HeadJoint should still be at position (0, -0.1, -0.12).
Current behavior
After the teleport, the HeadJoint is moved.
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