I have a specific setup where there is an interactable object right on the player’s hand, so it is always hovered and is ready to be grabbed ONLY when no other interactable is hovered?
Right now the Far caster seems to turn off as soon as the Near caster has a potential target so in my case the far caster is never used.
I was wondering if there is a way to run both casters and filter/prioritize targets from a common pool of targets.
Thanks!
You could put a target filter on the near far interactor that ignores that object, except when nothing else is hovered. It would be simpler than what you’re suggesting.
How would I do that? I looked quickly through the Near Far Interactor code, so I might have a totally wrong idea on how it works, but as far as I understand, it first validates targets for the Near caster, and if there is at least 1 valid targets, the Far caster is not even run. In my case that object is the only hovered object for the Near caster, so a valid target is registered, and the Far target evaluation never happens.