Rhiannon Arkin Posted August 20, 2017 Share Posted August 20, 2017 hi Is it possible that llSetRegionPos 'overshoots' it's target before then rubber banding back to the intended position ? thanks R/ Link to comment Share on other sites More sharing options...
Rachel1206 Posted August 20, 2017 Share Posted August 20, 2017 How much overshooting? The precision of llSetRegionPos is 0.1 meters. And else it sounds like a lag/latency related issues. Link to comment Share on other sites More sharing options...
Rhiannon Arkin Posted August 20, 2017 Author Share Posted August 20, 2017 no i am working on a teleporter and it just keeps on missing by about 2-3 meters. only for a very brief flash. then it lands correctly. hm... Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 20, 2017 Share Posted August 20, 2017 Then the problem isn't llSetRegionPos. I don;t know what it is, of course, but llSetRegionPos doesn't do that. Link to comment Share on other sites More sharing options...
Nova Convair Posted August 20, 2017 Share Posted August 20, 2017 The viewer interpolates and so simulates a movement if you change the position of an object. If it overshoots that far I think that's due to a very high ping. 1 Link to comment Share on other sites More sharing options...
Rhiannon Arkin Posted August 20, 2017 Author Share Posted August 20, 2017 ok. good to know it's not that command. thanks. i'll dig in more then. i'm switching animations too so maybe i'm seeing that. ... Link to comment Share on other sites More sharing options...
Innula Zenovka Posted August 20, 2017 Share Posted August 20, 2017 (edited) Nova is correct, I'm sure. As far as the simulator is concerned, llSetRegionPos moves the object to the target directly, without passing through intervening space. That's why it's not affected by restrictions on parcel entry in intervening parcels as was warpPos, the workaround we had to use back in the old days before we had llSetRegionPos. However, between them the simulator, your GPU and your CPU try to interpolate the movement, and that's where the problem is coming from. Edited August 20, 2017 by Innula Zenovka 1 Link to comment Share on other sites More sharing options...
Ela Talaj Posted August 20, 2017 Share Posted August 20, 2017 llSetRegionPosition() is indeed imprecise. In my experience a deviation from input coordinates may be as high as 1 meter along one of the axes even though it happens rarely, not every time. If precision is required, instead of calling llSetRegionPosition() I usually call a 2-line user function: SetRegionPosition(vector destination) { llSetRegionPos(destination); if(llGetPos() != destination) llSetPos(destination); } 1 Link to comment Share on other sites More sharing options...
Rhiannon Arkin Posted September 2, 2017 Author Share Posted September 2, 2017 Thanks Ela, i did end up using this idea and first tp to a spot just 10 meters before the target then again to the target. But for other reasons, the reason for my imprecision was that my sittarget has an offset so the avatar briefly appears away from the target in the moment of arrival, which looks like the setRegionPos misses, but it actually is pretty much where it should be. thanks! Link to comment Share on other sites More sharing options...
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