[0.10.27] Bow sometimes hit an "Invisible Wall" in Dungeon

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pango
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[0.10.27] Bow sometimes hit an "Invisible Wall" in Dungeon

Post by pango »

In my experience they're two main cases when arrows can be "lost":
  • when you or your target are close to a static obstacle, say a wall or a door frame, then it can hit the wall instead of your opponent, and since there no visual or audible clue that this is happening, you don't always know why you missed your target. Maybe some audio clue would help here;
  • the arrow disappears in mid air, and again from my experience it happens near slopes; Either in slanted corridors, or slanted floors.
Investigating that issue a bit, I came across AABB (axis aligned bounding box) algorithm description and how it can trigger ghost collisions. I made the observation that slanted walls were usually involved beforehand, but it really fits.
I tested this by disabling mesh collider and reenabling sphere collider on arrow prefab and drastically lowering the sphere collider radius override in the code (ColliderRadius = 0.02f... by the way isn't it unusual to override the radius by code instead of using prefab value?), and I no longer see arrows disappearing in mid air (it's still difficult to shoot thru doors though, even if it feels a bit easier).
I suspect totally switching to so raycast solution would be at least as good and have better performance, but I'm not sure how to do that, does it require to replace the whole the rigidbody colliding mechanism...

Talking of "missiles", there's another weirdness, noticed among others by streamers like FearfulPinata, that exploding spell have a collider. That's most noticeable when you rush toward a caster that just sent a spell at you, for a brief moment "something" gets in your way. I didn't report it immediately because it could kind of make sense, but I agree that it feels a bit strange when it happens.

Game save: can't shoot the lamia from that location
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Interkarma
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Re: [0.10.27] Bow sometimes hit an "Invisible Wall" in Dungeon

Post by Interkarma »

Relevant bug report info moved here from below topic.

viewtopic.php?f=5&t=2646

Regnier
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Daggerfall Unity 0.10.28

Post by Regnier »

Interkarma wrote: Wed Dec 16, 2020 12:56 pm I'll post an article soon (within next 24 hours). There are only a few minor changes over 0.10.28, which was the "pre-beta" release to make sure no showstopping bugs. But yeah, first official beta release. :D
What has come of that archery hit detection investigation? lol. I still have a hell of a time hitting things quite a bit.

95 agility and about 70 in archery, mithril bow btw

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Interkarma
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Re: [0.10.27] Bow sometimes hit an "Invisible Wall" in Dungeon

Post by Interkarma »

Regnier wrote: Thu Dec 17, 2020 3:41 am
Interkarma wrote: Wed Dec 16, 2020 12:56 pm I'll post an article soon (within next 24 hours). There are only a few minor changes over 0.10.28, which was the "pre-beta" release to make sure no showstopping bugs. But yeah, first official beta release. :D
What has come of that archery hit detection investigation? lol. I still have a hell of a time hitting things quite a bit.

95 agility and about 70 in archery, mithril bow btw
There's an open bug report for this issue, it will be reviewed in future. :) Please follow that topic for updates. I'll merge your post over there for followup later.

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Nystul
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Re: [0.10.27] Bow sometimes hit an "Invisible Wall" in Dungeon

Post by Nystul »

One thing that we should check if it is caused by collison with geometry of the automap. This geometry should be in its own layer (layer Automap) but maybe there is a raycast with wrong layer settings for arrow shots

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