Describe the bug:
If you have a trigger like this:
OnTriggerEnter will not fire for the 4 lamp posts, when the server initializes.
You can workaround this by setting the size to 0, then setting it back (even in the same frame).
function BugScript:WorkAround() local oldSize = self.properties.trigger.size self.properties.trigger.size = Vector.New(0, 0, 0) self.properties.trigger.size = oldSize end
I realize that entities that already exist in a trigger aren’t really entering it, but if you’re tracking all of the entities that are inside of a trigger volume, you probably want to include anything that’s inside when you spawn.
Usecase: We have a trigger on the player template that tracks objects in range. Anything that enters the trigger volume is added to a local variable, anything that leaves is removed.
Since the player can spawn in a number of places, we need to account for the existing entities that end up in the trigger when they spawn.
How do you cause this bug?
- Install the Trigger Bug package by Cereal
- Add the Trigger Bug template to the world
- Add the User Trigger Bug template to the user
- Set the “Trigger” property to the
- Test with the workAround property set on/off on the user template
Which platform: PC / Stadia
Which input: Controller / keyboard + mouse
Your Crayta username: Cereal
Game seen in (including “Hub” or “Editor for XYZ”): Editor
How regularly do you see this? (E.g. 2/3 times - please try 3 times if possible): Every time
Time + date seen: Oct 31 2021
Version number (found in Help tab in Settings): 0.d5.9.111485