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Proposal: Stackable objects of same type in the same SnapDropZone #1503
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I quite like the idea of having a snap drop zone allow multiple items of the same type to be snapped to it and have a counter for them. I don't think you'd need to extend the interactable object, but also need to be aware that a snap drop zone can have any number of items snapped to it so you could get into a situation where you snap a cube then snap a sphere and in that case the counter shouldn't go up? Perhaps you can only have multi item snapping if the same item is snapped to the drop zone? |
That's what I was thinking too. I currently have a rudimentary, easily broken test to determine item type and prevent stacking one type of item on top of another. I've been considering how to improve the test though. In my game, I need to include a large number of items, and I plan on subclassing |
PR with fix: #1547 |
Moscartong has the inventory basics here: https://github.com/moscartong/VR-Inventory |
How's the PR going? Would this feature be merged into the next version? |
@moscartong It has merge conflicts and wasn't updated yet to do the requested changes. You can see that on the PR page. |
Also, 3.3.0 is now pretty much version locked to only include the new example scenes and the windows mixed reality native support. Anything else is just going to slow down it's release. |
@thestonefox Understood. Good news that MS MR support is finally here 👍. I'll do some workaround on this matter for now. I recently try to use two snap drop zones together to form a super snap drop zone that, in effect, could hold multiple items with the same type, without changing a single line of VRTK code. Could take a look at it if you guys are interested :) |
Overview
I'm proposing the addition of new functionality to
VRTK_SnapDropZone
to accommodate the stacking of identicalVRTK_InteractableObject
based items.This will be useful for me in particular in building an RPG style inventory, but I can imagine it being useful in other contexts too (eg. tracking grenade count in an FPS chest-mounted inventory a la Onward)
Code In Progress
Demo
For discussion
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