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Enable/Disable components after volume interpolated exit

PostPosted: Wed Oct 14, 2015 10:33 am
by mm_ash
Hi!
Is it possible to Enable/Disable components (camera effects) after my camera leave some volume and all float values interpolation is done? ;)

Re: Enable/Disable components after volume interpolated exit

PostPosted: Wed Oct 14, 2015 11:06 am
by Ricardo Teixeira
Hello,

Thank you for your interest, we really appreciate it. Unfortunately not at the moment but it's something we would love to support in the future, we will keep you posted.

Thanks!

Re: Enable/Disable components after volume interpolated exit

PostPosted: Thu Oct 15, 2015 8:47 am
by mm_ash
Hi Ricardo!
Thank you for quick response! Looking forward to get this feature as it can save a lot of performance.
For now I did script, which observes values of all post-effects and on some threshold disable them.

Re: Enable/Disable components after volume interpolated exit

PostPosted: Thu Oct 15, 2015 9:50 am
by Ricardo Teixeira
mm_ash wrote:Hi Ricardo!
Thank you for quick response! Looking forward to get this feature as it can save a lot of performance.
For now I did script, which observes values of all post-effects and on some threshold disable them.


No problem, I will contact you as soon as we have any new developments. Nice one, seems like a good solution for the time being, hopefully we can add something more flexible and readily available in the actual volumes.

Thanks!

Re: Enable/Disable components after volume interpolated exit

PostPosted: Sat Jan 23, 2016 12:34 pm
by mm_ash
Hi!
Any news?
I also found a problem with UFPS. As far as you use sphere collider to detect in what volume now we are it cause problems for UFPS, because it collides with that sphere. Maybe it have sence to use just Physics.SphereCast?

Re: Enable/Disable components after volume interpolated exit

PostPosted: Sun Jan 24, 2016 4:48 pm
by Ricardo Teixeira
mm_ash wrote:Hi!
Any news?
I also found a problem with UFPS. As far as you use sphere collider to detect in what volume now we are it cause problems for UFPS, because it collides with that sphere. Maybe it have sence to use just Physics.SphereCast?


Hello, thanks for getting in touch. Our apologies for the delay we will definitely contact you as soon as we have any new developments regarding the toggle option.

It should work with UFPS, please elaborate on your current setup. We would be happy to examine a sample on our side, feel free to reach us at [email protected]

Thanks!