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Description
Environment
- Code version: Controllables package v1.12.1
- Platform version: Tested on Unity 2020.3.2f1 and 2020.3.0f1
- All packages used:
"io.extendreality.tilia.camerarigs.spatialsimulator.unity": "1.4.1",
"io.extendreality.tilia.camerarigs.trackedalias.unity": "1.6.0",
"io.extendreality.tilia.interactions.controllables.unity": "1.12.1",
"io.extendreality.tilia.interactions.interactables.unity": "1.17.0",
"io.extendreality.tilia.mutators.collisionignorer.unity": "1.2.0",
Steps to reproduce
- Create an new unity scene set up with tracked alias and a spatial simulator with grab support.
- Create an interactable door, following the door creation tutorial.
- Modify the AngularDriveFacade properties of the door as follow :
It should get the door to be shut (y angle to 0) at start. - Create a prefab from that door and remove it from the scene hierarchy.
- Duplicate the door prefab and name the second prefab "DoorRotated". Then modify the root gameobject y rotation (not the angular facade driver gameobject). Set it to 10 or any positive value for example.

- Create a script that will instantiate a prefab (that will be referenced in a public field on that script) in the scene at start and put it on an empty gameobject in the scene.
using UnityEngine;
public class TestSpawner : MonoBehaviour {
public GameObject objectToSpawn;
void Start() => Instantiate(objectToSpawn);
}- Make the script instantiate the door with no rotation first. Observe that the door is properly closed.
- Make the script instantiate the door with a rotation on the y axis. Observe that the door will spawn opened.
Expected behavior
With both prefabs being the same but the root gameobject y axis rotation, the door should spawn with the same initial target value. The only thing changing should be the overal rotation of the container of the door parts (frame + door).
Current behavior
Now, with no rotation set is properly closed, while the door with the root gameobject slightly rotated on the y axis is opened at start.
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