Search Issue Tracker
Fixed in 2.3.0
Votes
0
Found in [Package]
2.1.0-pre.1
Issue ID
XRIT-35
Regression
No
[XRIT] HoverEntered/HoverExited of the interactable is outputted if DirectInteractor is not hovering over it
Steps to reproduce:
1. Open the attached user's project "XRInteractionToolkitDirectInteractorBugReport.zip"
2. Open a scene "BugReport_DirectInteractor_OnHoverEntered" and enter Play Mode
3. Move DirectInteractor (Sphere) onto an interactable (Cube)
4. Deactivate the "DirectInteractor" GameObject
5. Move "DirectInteractor" GameObject away from the interactable (Cube)
6. Activate the "DirectInteractor" GameObject
Expected results: HoverEntered/HoverExited of the interactable is not outputted if DirectInteractor is not hovering over it
Actual Results: HoverEntered/HoverExited of the interactable is outputted if DirectInteractor is not hovering over it (see attached video "Repro.mp4")
Reproducible on: XRIT 2.0.0 - 2.1.1 (2020.3.37f1, 2021.3.8f1, 2022.1.13f1, 2022.2.0b6, 2023.1.0a8)
Could not test below XRIT 2.0.0 due to package errors when downgrading
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build fails when building a project containing an 18+ dimension array with IL2CPP
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
Resolution Note:
We ended up finding a couple of issues leading to the behavior found in the ticket. We fixed a potential invalid stayed colliders list in XRDirectInteractor and XRSocketInteractor when the interactor is disabled while in contact with a collider. We also fixed hover and select events being incorrectly fired when an XRDirectInteractor or XRSocketInteractor GameObject (or component) is disabled while in contact with an interactable, moved away from the interactable, and then enabled again. Finally, we changed GetValidTargets on each interactor type to return an empty list when the interactor is disabled, hopefully preventing this from occurring.