Comments (6)
visibility=0
mean fully occluded, visibility=1
mean full visible.
I just check the code again and I found there is a problem with the way the capturer actor set up which cause its collision area to block the visibility check and cause all the visibility check to fail (all 0).
Thanks for reporting this problem, I will add the fix for this issue in the future release!
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@bmunkhtulga In the latest commits make sure the camera's mesh will ignore the visibility check thus it will not occlude objects anymore. Can you pull the latest commits and check it out?
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Thank you for response and quick commit. I have tried it. So in other words, visibility is going to be constant 1, no matter what?
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It shouldn't always be 1. It should be: visibility=0 mean fully occluded, visibility=1 mean full visible.
I tested again and I found that my visibility ratio detection work fine with objects which have its collision setup, but if the object doesn't have collision setup then it's wrong.
I have a fix for this internally, I will let you know when we publish it.
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All right. Thank you very much.
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@bmunkhtulga The bug is fixed in the latest commit: 71b759e.
Please pull and check it out!
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