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I wanted to see if anyone has figured out a work-around for the Projectile Gizmos issue.

RJ_The_Creator
Partner

We published Zone Wars on February 15th and have been experiencing issues with projectiles passing through players. The problem is inconsistent—sometimes, you can damage two players but not the third. If you leave and rejoin, you might be able to hit the previously unaffected player, but then another player may become immune. In some cases, players can enter the game and not take damage from specific opponents at all. The frustrating part is we can go two-three days without experiencing this issue. We just got featured and it's been the worst it's ever been. I was not able to damage an entire team.

 

We've been dealing with this issue since launch and have tried everything to fix it. Other creators are reporting the same problem in their worlds, where projectiles pass through players and hit objects or surfaces behind them. It appears that the player collider isn't loading or registering properly. Additionally, raycasts are not detecting player hits.

 

Many other worlds have encountered or are currently experiencing this issue. While we’re getting traffic, we’re losing players due to this bug. We've tried attaching different collider objects—every method we could think of—but nothing has worked. The only reliable workaround so far is using grenade-type objects, which still register hits.

 

At this point, resolving the issue would require us to completely reconfigure our weapons, which is a major inconvenience. We’d appreciate any insights or solutions to address this problem.

1 REPLY 1

proto_xr
Partner

Avatars have been acting very strange when joining the world, it's not just the collision areas. As you are already attaching the team marking above their head, you could create your own attachable colliders onto the torso and head and switch from player collision to object collision. As a plus you could then add a shield VFX when got by a projectile if you applied a transparent texture to this and flicker visibility, or swapping texture or mesh. It's a work around that would cost you vertices, but we can hope the expected behavior has been resolved in v206.

May need to test to make sure projectiles can collide with attached objects. The ownership transfer that occurs on attached objects might affect this.

Proto_XR