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In the game client of VRChat the method OnTriggerEnter does fire for every intersecting collider when you spawn into the world. However, this does not happen in ClientSim.
This disparity could lead to issues when you use the method to do something like counting intersecting colliders. This then behaves differently between the game client and the ClientSim.
My current workaround:
Have the collider disabled initially and enable with a Start method. This way, OnTriggerEnter also fires in ClientSim on spawn.
The text was updated successfully, but these errors were encountered:
Hey!
In the game client of VRChat the method
OnTriggerEnter
does fire for every intersecting collider when you spawn into the world. However, this does not happen in ClientSim.This disparity could lead to issues when you use the method to do something like counting intersecting colliders. This then behaves differently between the game client and the ClientSim.
My current workaround:
Have the collider disabled initially and enable with a
Start
method. This way,OnTriggerEnter
also fires in ClientSim on spawn.The text was updated successfully, but these errors were encountered: