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if it is a custom assetbundle then you need to go into Unity and alter the collider there.
Is there any way to make a collider url that doesn't collide?
If you link to these effects I can take a better look, but assuming they are asset bundles, usually the collision box is not tied to the effect itself. Sometimes it is, but most of the ones I've seen don't have that. So that means you should be able to use the gizmo scaling tool to just shrink the box down where the effect comes from.
https://steamcommunity.com/sharedfiles/filedetails/?id=2917302184
Specifically that pack from the Workshop.
Some of the effects, when you place them down, are like cubes or just flat squares (often bright red) and that is what you use to move it around and orient it.
My biggest problem is that I want to attach the effects to some models but once I attach them, the effect won't work anymore and there's no way to activate it. So if I could just have there be no collisions I could just place it really close to the NPC to hide the square and still activate it.
Like for example in my current game I'm DM'ing I have an NPC who's a smoker, I tried to attach the effect (which when in the game is tied to a bright red, flat square that you right click to turn the effect on or off). I wanted the NPC to have it attached to them but when I do that you can't activate the effect anymore with a right click. My solution to that was to just have it floating in front of the NPC (by locking it in place after using the XYZ axis movement tool) and moving the item and the NPC independently. Unfortunately, the red square collision is much larger than the actual red square so when I put it near the NPC figurine, it just knocks it over. Meaning the effect has to be a ways away from the NPC I'm trying to give the illusion of using.
It's even harder when I have a particular effect I want to happen ON an NPC, because there's no way to get the effect there without it interacting with the objects on the table.
It'd be nice if there was a way to lock effects in place on or off an object and have some way to activate them.
It's a very specific niche issue I think, I'm not sure, maybe I'm just not familiar enough with the TTS interface to have figured it out yet.
There are two types of effects. Ones that spawn effects that react to movement and ones that don't. You can check what type of effect you have by moving it around as it does it's thing. If it leaves a trail, then it is the first type, if the effect stays in place then it is the second one. When you scale the first type, the effect particles will scale along with it, in the second type they stay the same size regardless of the box. What type an effect is cannot be changed in the game. It happens when the effect is created in Unity Editor.
Also, there are two types of connection tools you have access to in the game. The "attach" and the "join". The attach will essentially create one object from the two pieces. If there are scripts running on one part (which is the case with the effect boxes) then using attach might break them. Attach also creates a hierarchy between the objects so it does matter in what order you attach them to one another. You can try to experiment with this by dragging from the figure to the smoke effect when you attach them or from the smoke to the figure.
The join option leaves the two objects separate from each other but they stay as you had set them when you join them. This means you will be able to interact with the effect separately from the figure, which might be something you want to try out since you can switch the effect on and off that way. With join, the two objects still retain their individual mass, so if you want to have an effect box floating in front of a character, you might want to go into the physics settings of that object and set the mass to a really low value.
I hope this helps.