Option to only enable weapon collusion for swords?
kevina opened this issue ยท 21 comments
Room scale weapon collusion can be dangerous, if you move you arms suddenly you can accidentally hit things. Normally it's easy to fix, but could be dangerous if you hit a villager's iron golem or a zombified piglin.
I only ever really use it in a fight, and not for mining (although fun at first, it quickly becomes very tedious).
Would you be open to add an option to only use it for swords?
I had a patch for 1.16 and the change was fairly simple. For weapon collisions the options become: Off, Weapons, Survival, On. Weapons for now will just include swords.
If interested I can redo the patch, I will base it on #221.
asking for clarifications, with only weapon collissions for swords
you mean only hitting mobs with the arms(no blocks), or only swords can do damage?
I think that the fact the the tool is at an angle from you in game arm make it a bit harder to accidentally hit something. I still did it a few times, but it not nearly as frequent with the index controller.
is the angle differnet? I don't have indexcontrollers to check, could you take a screenshot like I made to compare?
when you open the steamvr menu, it will show the controller on top, I then took a screenshot of steamvrs mirror window
Correct, and you also can't hit blocks. I admit it is a bit of a hack, but easy to understand and implement.
Here is the patch I had for 1.16: kevina/Vivecraft_116@31f0a8d
would it be bad for other stuff to hit entities?
You could hit a villager by accident if you move suddenly while trying to trade (has happened to me, not so bad unless you end up killing the villager), you could hit a villagers iron golmen (bad), or a zombified piglin (really bad).
As far as blocks go, you could knock an item out from it's item frame, mess up a fragile redstone build, etc.
I admit this is less of a problem for me now that I am using the index controllers, but it was a serious problem when I used the HTC Vive controllers as they had a longer reach. It has been a while, but I believe with the HTC Vive your arm is the controller and so it sticks out a bit more than your actual arm. With the index this is less of a problem as your arm doesn't stick out past your real arm. I don't know how the quest controllers are mapped and how much of a problem this is with them.
All I remember is back when I played 1.16 with the HTC Vive controllers I was constantly hitting things. What I do remember for sure was the pickaxe stuck straight out (and likely other items) from the arm, rather than at an angle, which could of contributed. I would need to go back to using the HTC Vive controllers to give you more information.
that shouldn't matter much, but I get your concerns. index should be similar though
And from that picture, it should also be obvious that when you hold the controller normally, your arm does stick out a bit past your hand. The combination of the two make it very easy to accidentally hit things.
hm, so the hand sticks out the same.
the angle is probably different, because the grip and point vector are diffrent, whereas on the vive they are the same
Yeah. I am not sure what it is exactly that makes a difference as far as reach and hitting things. All I know it is seams be less of a problem for me with the index controllers.
If you look closely it seams the actual hand (or front part) of the arm for the HTC Vive is longer. My Vive controllers are charging but I plan to revisit this later.