Interactor Ungrabbed event does not fire if the Interactable has been forced grabbed via Interactor.Grabbed
thestonefox opened this issue ยท comments
Steps to reproduce
- Add an interactor
- Add an interactable
- Setup a countdown timer to call
Interactor.Grab(interactable)
on the Begin event - Add some output (like a debug log) to the ungrabbed event on the interactor
- Run the scene, the interactable will grab after the timer runs out
- Drop the interactable
Expected behavior
The ungrabbed event should fire
Current behavior
The ungrabbed event does not fire
The Grab Interactor Configurator
has a Touch Before Force Grab
option that if checked will simulate a touch on the object before grabbing it.
The issue here is the object is then touched twice, first when the simulate happens, then again when it actually collides with it.
This then breaks the internals of the interactable where it thinks it is still being touched.
Pull request with fix
#129
๐ This issue has been resolved in version 2.6.1 ๐
The release is available on:
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