Terrible objects visibility BUG
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- This topic has 4 replies, 2 voices, and was last updated 1 month, 1 week ago by
jason.horn.
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February 24, 2025 at 12:13 pm #818
I have a terrible bug where certain objects’ visibility affects other objects’ visibility in the World Builder.
Here is a VIDEO that shows what is happening.As you can see in the video the objects that are children of an empty object “TELEPORT_HERE” that are positioned inside a trigger zone are turning invisible for some reason. When I try to switch them to visible they turn on the visibility of the “Welding Table” objects, but the Welding Table visibility is set to INVISIBLE in the editor. Whatever I do the arrow and text objects that are inside the trigger zone remain invisible and when I try to show them they switch the visibility of the Welding Table instead.
This started happening after the update to 2.0.
Do you have any idea why this is happening?
February 25, 2025 at 4:06 pm #832Hi Boris,
thank you for your report and the video! I am trying to figure out the problem at the moment.
The first unexpected behaviour that i can see from your video is the big arrow briefly turning visible when you change its visibility, but then remaining invisible. So some sort of error is happening here already.
If you can reproduce this behaviour, you could send me the log file right after you turned the arrow to visible for the first time. That means you close the World Builder and go to AppData/LocalLow/Nuro/WorldBuilder where you find a file called Player.logJason
February 27, 2025 at 10:53 am #840Hi Jason, thank you for your response!
This is the node setup for the “Teleport_Here” and “Welding_Table” objects.
When I disconnect the execute connection from TZ_POI_01(TriggerZone) to POI_Arrow_A this weird behaviour stops. The nodes appear to be executed in the World Builder without entering the play mode in the Hopper. Is this supposed to happen?
Also, how can I detect when the Player has entered the TriggerZone?March 4, 2025 at 12:00 pm #865Hey Boris,
thanks for sharing your node logics, that was very helpful.
The On Value Changed callbacks where indeed evaluated in the World Builder. I fixed the bug and it will be included into the next update.Jason
March 4, 2025 at 12:21 pm #866Also, how can I detect when the Player has entered the TriggerZone?
To my knowledge this is not supported yet. I took a note to implement this possibility soon.
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