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  1. 9 votes

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    Richard Lee shared this idea  · 
  2. 15 votes

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    1 comment  ·  Feature Requests » Creator Tools  ·  Flag idea as inappropriate…  ·  Admin →
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    Richard Lee commented  · 

    This is critical. Bluetooth keyboard support is available in other Quest apps, and is part of the OS SDK. Please provide ASAP.

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  3. 14 votes

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    5 comments  ·  Feature Requests » Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  4. 1 vote

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    1 comment  ·  Bugs  ·  Flag idea as inappropriate…  ·  Admin →
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    Richard Lee commented  · 

    Created a simple test case world. https://oculus.com/vr/5704206806302592/

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  5. 3 votes

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    1 comment  ·  Bugs  ·  Flag idea as inappropriate…  ·  Admin →
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    Richard Lee shared this idea  · 
  6. 1 vote

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  7. 3 votes

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  8. 3 votes

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  9. 5 votes

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  10. 1 vote

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  11. 8 votes

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    1 comment  ·  Feature Requests » Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  12. 6 votes

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    1 comment  ·  Bugs  ·  Flag idea as inappropriate…  ·  Admin →
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    Richard Lee commented  · 

    when they fix this, maybe they could fix sending events to the player on 'spawn object', too.

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  13. 1 vote

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    1 comment  ·  Bugs  ·  Flag idea as inappropriate…  ·  Admin →
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    Richard Lee commented  · 

    Is this for a locally scripted object grabbable object?

  14. 2 votes

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    1 comment  ·  Bugs  ·  Flag idea as inappropriate…  ·  Admin →
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    Richard Lee commented  · 

    Here is a world that demonstrates the problem, freshly made today.
    https://www.oculus.com/vr/5891826250828226/

    There are three test in there. The white platforms on the ground indicate the extents of the trigger region. The "Trigger Exits" text behind each one counts the number of trigger exit events the trigger has received. The trigger is configured to track 'block' and the small cube (on the big cube) in each trigger are labeled 'block'. The blocks are are all grabbable/physics interactive.

    When you first enter the world, the _1st_ problem is that the 'trigger exit' count for all three is _already_ 1. I.e. the physics objects all 'left' the trigger momentarily on world start.

    The leftmost test has a block that you can go grab. You can see that the trigger exit count increases even when you just grab the block while entirely in the trigger. If you set the block down inside the trigger on the big cube, and then exit the trigger, and grab the white sphere nearby, ownership of the block will be set back to 'serverplayer', which you will see generates another trigger exit event.

    The rightmost test doesn't require you to interact with the block at all. Just go to the sphere and grab it. Doing so will transfer ownership of the block in the trigger to the player. Release the sphere will transfer ownership of the block back to server player. Notice that each transfer generates more trigger exit events.

    The center test is where the _REAL_ problem arises. A common use case is to put an exit trigger on some object and a respawn to return it to its home location so that players don't grab things and wander off with them elsewhere in the world. So, in this example, when the trigger gets an exit event for the block, it force releases it from the player, moves it back to the starting position, and transfers ownership back to serverplayer. Due to this bug, you can _never_ pick up the block!

    If the blocks are changed from grabbable+physics to just grabbable, this problem goes away. It has something to do with physics.

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  15. 2 votes

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  16. 2 votes

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    0 comments  ·  Feature Requests » General  ·  Flag idea as inappropriate…  ·  Admin →
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  17. 4 votes

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    1 comment  ·  Feature Requests » Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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    Richard Lee commented  · 

    A reference system built in to the script editor would be great, too.

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  18. 2 votes

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  19. 1 vote

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  20. 2 votes

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