Objects detecting hit by laser (akin to knowing when they're detected by trigger zone)
If I could add a feature, it would be objects to be able to detect when they are hit by a laser as they can already tell when they're in a trigger zone. So, trigger zones are two-way (zone and object know they are inside) but lasers are only one direction, in that only the laser knows what it's hit.
It would make it much easier to make highly accurate item pickup/investigate capability, as well as be super useful in shooting games or anything with a projectile.
I know there are work arounds. You can wire a laser scope to an emitter, then emit, say, a very tiny ball at the spot the laser hit, and then the object could have an impact sensor detecting that it's been touched by that.
While that works in most circumstances, it gets tricky when trying to pick up, say, a lemon from a bowl of other lemons, which are stacked atop, around, underneath each other--all of them touching each other. It's very easy in this circumstance for that tiny ball to touch two lemons at once. You can of course use a exclusive gate to ensure only one of them is picked up, but because you never know whether the lemon is further away, or closer, as in different scenarios it could be either of those things, it's hard to build an accurate priority list. The effect being sometimes you pick up the lemon your weren't trying to pick up.
Anyway, if sculpts could detect lasers as with trigger zones, that would be awesome.
I have a simple solution to this. Basically a small trigger zone that moves to the end of a laser pointer gadget.
Check my fps kit for a puppet with the logic made up.
I agree this would be really handy though
Yeah I considered that, but the problem is not being able to anticipate whether the player wants the closer or the farther object. So if two lemons are within the zone (or two lemons detect an impact, if using that strategy), either the closer or the farther one will have to be selected every time.
I know there are not a lot of instances where it would need to be so precise, but it would be cool if it could be :)
The exclusive gate method should work. You can prioritise based on how close it is to that point. Give the zone a falloff, and the closer something is the centre the higher the value and so the higher the priority.