0
0
mirror of https://github.com/sp-tarkov/modules.git synced 2025-02-13 08:50:43 -05:00
modules/project/SPT.Custom/BTR/CollisionDebugger.cs
Nympfonic f10742586c Fixed BTR twerking on steep slopes (!142)
In the end, Kaeno's fix by changing the main client collider's layer to `HighPolyCollider` is the only way I could fix it.

Also made changes to avoid unnecessary physics collisions between other BTR colliders; these physics collisions can cause FPS drops especially for lower end PCs so this should provide a slight performance gain for them.

I left in the commented-out collision debugger script I made to log collisions in case it's useful for future debugging purposes.

Reviewed-on: SPT/Modules#142
Co-authored-by: Nympfonic <arys.steam@gmail.com>
Co-committed-by: Nympfonic <arys.steam@gmail.com>
2024-07-04 11:29:13 +00:00

36 lines
951 B
C#

using EFT.UI;
using UnityEngine;
namespace SPT.Custom.BTR
{
public class CollisionDebugger : MonoBehaviour
{
private int _resetFrame = 10;
private int _frame = 0;
private void Update()
{
_frame = (_frame + 1) % _resetFrame;
}
private void OnCollisionEnter(Collision collision)
{
foreach (var contact in collision.contacts)
{
ConsoleScreen.LogWarning($"Collision between {gameObject.name} and {contact.otherCollider.gameObject.name}");
}
}
private void OnCollisionStay(Collision collision)
{
if (_frame == 0)
{
foreach (var contact in collision.contacts)
{
ConsoleScreen.LogWarning($"Collision between {gameObject.name} and {contact.otherCollider.gameObject.name}");
}
}
}
}
}