RE: return prims
How would this be conceptually any different than setting the Range?
Points to ponder:
*) the suggested prim would only work when the cat is actively walking/running. When the cat is not waling/running, it's not physical, so no collision detection would occur, even through it appears to be 'moving' (ie., sitting, standing, laying, rolling around).
*) for this to work, the cat MUST NOT be allowed to touch the collision-script prim under normal conditions. So you'll need two prims, a non-collision-script floor and the scripted floor, So consider error modes such as 'forgot floor' and 'floor below detector.'
*) consider the case where Home is inside or close to the scripted prim. This leads to a high-speed collision/teleport loop.
*) consider a thin prim. The cat can still wiggle through by stopping (becoming non-physical) and rolling around a bit,
*) consider a sim with stalls using these prims, and, say, 1,000 cats. At some point all 1000 will be awake, walking on the prim, causing 20 collisions/sec/per cat. What are the lag implications of 20,000 collision events per second? Is there a throttle? Is so, the system fails because some cats won't collide and will still fall through the prims.
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