Hi i’ve got the issue that when you have meshes/parts with a transparancy of 0.95 or higher it doesn’t collide with the camera controller anymore.
What I want is to be able to use invisible meshes as a collider because that way the colliders are way more accurate. The issue however is that when you have the custom colliders on Tranparency 1 it doesn’t collide with the player camera anymore and that way you look through the meshes which have their collisions turned off.
I’ve been looking around the forums but according to one of my devs they changed the system a couple weeks ago. Is there any way around this annoying issue? Also i’ve put the parts on .95 but then they stay visible and then optimisation wise it’s not a good choice.
Take a look at the new PopperCam code in the PlayerScripts that is being released this week. You can change the rules in the canOcclude function to include the meshes or parts that you are using as colliders.
For example you could add a Tag with CollectionService and change the code to something like this.
local CollectionService = game:GetService("CollectionService")
local function canOcclude(part)
-- Filter for opaque, interactable objects
return
CollectionService:HasTag("CameraCollision") or
(part.Transparency < 0.2 and
canCollide(part) and
not part:IsA('TrussPart'))
end
This is because that version of the PopperCam hasn’t been released yet, I think there is still a bug fix that is coming for the new PopperCam before it is released next week. If you want to try it out you can replace the following code in the CameraModule script.
local Poppercam do
local success, useNewPoppercam = true, true -- This line is modified
if success and useNewPoppercam then
Poppercam = require(script:WaitForChild("Poppercam"))
else
Poppercam = require(script:WaitForChild("Poppercam_Classic"))
end
end
Keep in mind that you should get the new changes from the PopperCam release next week even if you turn on the new PopperCam yourself before that.