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Unreliable behavior when bone is pulled #42

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SarixInTheHouse opened this issue May 8, 2025 · 3 comments
Open

Unreliable behavior when bone is pulled #42

SarixInTheHouse opened this issue May 8, 2025 · 3 comments

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@SarixInTheHouse
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SarixInTheHouse commented May 8, 2025

I've encountered quite some irregularities with how 'while physbone held' and 'when physbone released' behave.

What's happening:

  • Bone is pulled briefly, resulting in either held behavior or the released behavior, but not both
  • Bone is grabbed but not pulled, resulting in held but not released
  • Bone is posed, causing constant grabbed behavior but not released. This does not stop until the bone is grabbed and released again, which causes the expect grabbed and then released behavior
  • Occasionally grabbing causes held behavior but not released. I'm not sure if this is a separate problem or if it's one of the previous. It seems to randomly not trigger the 'released'

Why I think its happening:
I think it's waiting for a pose released signal, which is only triggered when the bone was actually pulled. If it was wiating for the _isGrabbed parameter to turn off and then trigger the released behavior I shouldn't encounter these problems. But if it waits for a 'bone released' then it would make sense why grabbing without pulling doesnt trigger the released behavior.

For context:
I am only using one shocker in one group.
I am using VRChat and I simply named the bone after the group, so theres no additional logic on my avatars side.
I attached a picture of the settings.
There are several people ferquently pulling on the bone in fairly short time. Maybe that has some impact.

Image

You can contact me on the OpenShock Discord under SarixInTheHouse_

@Natsumi-sama
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I think we skip 0% bone pulls because when using "random intensity" it uses the bone pull amount as intensity, e.g. 0% pull would equal 0% intensity, making it a pointless trigger, but for fixed intensity it would make sense to allow for 0% pulls.

@LucHeart
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LucHeart commented May 8, 2025

Fixed intensity was changed in the module branch, it now also scales with the stretch. Not sure if we want to keep it that way or actually make it fixed

@Natsumi-sama
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I think random should be renamed to reflect a range somehow, I never figured out how without ruining the UI and keeping fixed as fixed.

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