tag

#wrong-facing

15 items (15 fixes)

fixes
26.07.22
"A rotated procedural primitive spins about its own origin, not the part pivot"

A primitive authored with a rotation parameter spins about its own object origin, wherever it was placed, not about the part's intended pivot. A raked hood then see-saws about its own middle and shows half the intended wedge in each direction. Rotate the placement coordinate around the pivot first, then place the box there with the same rotation baked in, and remember that a rotated box's own bounding box is trigonometric, not its declared half-length.

26.07.08e
"Angles struct fields are lowercase"

Angles uses .pitch/.yaw/.roll (lowercase) and Vector3 uses .x/.y/.z. Capitalized sightings in a codebase belong to unrelated component properties.

26.07.08e
"Character facing derived from velocity flips 180 degrees on every pendulum reversal"

Deriving a visual's facing from horizontal velocity causes 180-degree snaps on any momentum reversal. Lock facing to an attach-time azimuth for pendulums and oscillators.

26.07.08e
"FacingYawOffset swaps which local axis is the flip axis vs the cartwheel axis"

A front-flip rotation uses _baseRot.Forward (not .Right) when FacingYawOffset is ±90°: the offset swaps which local axis is perpendicular to travel.

26.07.08e
"Importing Kenney / CC0 kits into s&box"

CC0 kits import like any OBJ+vmdl; city kits share colormap.png, nature kits need per-color vmats, and facing is a per-model yaw guess.

26.07.08e
"Input.config action on an editor-reserved key silently never fires in Play"

An Input.config action bound to an editor/host-reserved key (F1-F3, F7, F8, Escape) silently never fires in Play. The capture map also differs between editor and published client -- bind game hotkeys to plain letters and verify in both.

26.07.08e
"Mouse-look camera reads zero from Input.AnalogLook unless cursor is locked"

Input.AnalogLook returns zero (camera never turns) unless the cursor is locked via Mouse.Visibility = MouseVisibility.Hidden -- the deprecated Mouse.Visible = false does NOT lock it.

26.07.08e
"My model imported upside down / sideways / facing the wrong way"

Blender +X becomes world −Y after OBJ import; yaw +90° faces +X, and Blender +Y rotation tips the +X edge down.

26.07.08e
"Noclip in a trace-based kinematic controller is a state, not a collider toggle"

Disabling a collider does nothing for a hand-integrated kinematic controller: noclip must be a movement state that skips traces, gravity, and ground-snap entirely.

26.07.08e
"Orient a flat decal box to the hit normal"

Rotation.FromYaw alone leaves a decal flat on the floor: build a rotation that aligns the thin axis to the surface normal, then offset along it.

26.07.15a
"Push-to-talk silently dead: Voice action missing from Input.config"

The Sandbox.Voice component defaults PushToTalkInput to 'voice', but not every project ships a matching 'Voice' InputAction. PTT is a dead key with zero errors until you add it to Input.config.

26.07.08e
"Retargeting free Mixamo mocap onto a custom rig"

Transfer rest-delta rotations parent-relative (not world): avoid the forward-hunch bug and never transform_apply scale on Mixamo armatures.

26.07.08e
"Rotation.FromYaw is counter-clockwise"

Rotation.FromYaw(+angle) is a LEFT (CCW) turn. Get the sign right or steering, AI, and autopilot spiral the wrong way.

26.07.08e
"The FBX export recipe that actually works"

Default −Z/Y axes, bake_space_transform, no leaf bones, X/Z bone axes, mesh FBX + per-clip armature FBX; scale via ScaleAndMirror 0.3937.

26.07.08e
"Vector3.Right is (0, -1, 0), not +X"

Source engine convention: Forward = +X, Left = +Y, Right = -Y. Using Vector3.Right for '+X' silently slides geometry the wrong way.

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