Inconsistent Imp Hover Position outputs
In different modes, to be ignored a sculpt must be...
Play mode: invisible/unpowered and non-collidable to the imp.
Edit mode: invisible/unpowered.
Tesy mode: invisible/unpowered and no windows are coming from it (tweak menus, open chips, etc).
This makes testing very confusing and difficult. Especially in test mode if you have windows and gadgets open--which of course is the whole point of using test mode.
In play mode, a block that is invisible but collides with the imp is respected.
In edit mode, a block that is invisible or unpowered is ignored.
In test mode, a block that is invisible or unpowered but has a window open from it (its tweak menu, a chip inside it is open, etc.) is respected.
If you have a block with logic on it that follows the hover position, for example, with windows open... it zooms towards the camera all the time making it useless for testing.
Understood. Thank you.
AdminQA Team (QA, Media Molecule) commented
Thank you for the feedback, however we can confirm this is not an issue and is intended behavior for invisible or unpowered sculpts.