diff --git a/NewHorizons/Builder/General/GravityBuilder.cs b/NewHorizons/Builder/General/GravityBuilder.cs index 515ec4c3..e358d1a8 100644 --- a/NewHorizons/Builder/General/GravityBuilder.cs +++ b/NewHorizons/Builder/General/GravityBuilder.cs @@ -36,16 +36,6 @@ namespace NewHorizons.Builder.General var owTriggerVolume = gravityGO.AddComponent(); - // If it's a focal point dont add collision stuff - if (config.FocalPoint != null) - { - owCollider.enabled = false; - owTriggerVolume.enabled = false; - sphereCollider.radius = 0; - sphereCollider.enabled = false; - sphereCollider.isTrigger = false; - } - // copied from th and qm var gravityVolume = gravityGO.AddComponent(); gravityVolume._cutoffAcceleration = 0f; @@ -70,6 +60,21 @@ namespace NewHorizons.Builder.General gravityVolume._isPlanetGravityVolume = true; gravityVolume._cutoffRadius = 0f; + // If it's a focal point dont add collision stuff + // This is overkill + if (config.FocalPoint != null) + { + owCollider.enabled = false; + owTriggerVolume.enabled = false; + sphereCollider.radius = 0; + sphereCollider.enabled = false; + sphereCollider.isTrigger = false; + // This should ensure that even if the player enters the volume, it counts them as being inside the zero-gee cave equivalent + gravityVolume._cutoffRadius = gravityVolume._upperSurfaceRadius; + gravityVolume._lowerSurfaceRadius = gravityVolume._upperSurfaceRadius; + gravityVolume._cutoffAcceleration = 0; + } + gravityGO.SetActive(true); ao._gravityVolume = gravityVolume;