NoSwimZone -[DevKit ]P_ZeonVer5 PreAlpha Build - Unity 6 5 6000 5 4f1 DX12 (Uncharted)

Опубликовано: 22 Сентябрь 2026
на канале: Jamzey
46
2

NoSwim Zone Test, Swimming.SetUpListener() sets actionStay = false ("Ignore Trigger Stay"), so the only signals it ever gets for the zone were the paired OnActionEnter/OnActionExit events. ActionsController.SetControl() flips the character's own capsule collider to isTrigger = true for the entire duration of the boarding climb action — exactly the moment the character crosses into the zone — and Unity's trigger-exit delivery is known to be unreliable around colliders whose isTrigger/kinematic state changes mid-overlap.