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Fix precursor proximity triggers not reacting to remote players#2649

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misterbubb:fix/ion-cube-pedestal-remote-player-2643
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Fix precursor proximity triggers not reacting to remote players#2649
misterbubb wants to merge 4 commits intoSubnauticaNitrox:masterfrom
misterbubb:fix/ion-cube-pedestal-remote-player-2643

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@misterbubb misterbubb commented Jan 15, 2026

Closes #2643

Changes

  • Add patches for PrecursorActivatedPillar (ion cube pedestals)
  • Add patches for PrecursorKeyTerminalTrigger (tablet pedestals)
  • Add patches for PrecursorDisableGunTerminalArea (gun disable terminal)
  • Track player count to prevent closing when other players are still nearby
  • Only play sounds when first player enters (prevents duplicate sounds)
  • Triggers only deactivate when ALL players have left the zone
  • Disable SphereCollider on remote player ping signal to fix premature trigger activation
  • Fix remote player CapsuleCollider missing height property

…rox#2643)

- Add patches for PrecursorActivatedPillar (ion cube pedestals with ion cube on top)
- Add patches for PrecursorKeyTerminalTrigger (tablet pedestals)
- Track player count to prevent closing when other players are still nearby
- Only play sounds when first player enters (prevents duplicate sounds)
- Pedestals only close when ALL players have left the trigger zone
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github-actions bot commented Jan 15, 2026

Test Results

246 tests  ±0   245 ✅ ±0   8s ⏱️ -1s
  1 suites ±0     1 💤 ±0 
  1 files   ±0     0 ❌ ±0 

Results for commit 64296a5. ± Comparison against base commit a0de9db.

♻️ This comment has been updated with latest results.

@misterbubb misterbubb changed the title Fix precursor pedestals not reacting to remote players Fix precursor proximity triggers not reacting to remote players Jan 16, 2026
The player ping signal prefab has a SphereCollider with radius 10 that was
triggering proximity events (like precursor pedestals) before the player's
actual CapsuleCollider. This caused remote players to trigger pedestals
from ~8m away instead of the intended ~3m.

Disabling the SphereCollider on the signal prevents this issue while
keeping the ping functionality intact.
@misterbubb misterbubb requested a review from Coding-Hen January 16, 2026 20:46
@misterbubb misterbubb added this to the 1.9 milestone Jan 16, 2026
@Measurity Measurity removed this from the 1.9 milestone Feb 16, 2026
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LGCW I think in game it would be good to check the colliders though when we do a test session

if (!isLocalPlayer && !isRemotePlayer)
{
return false;
}
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I'm wondering if this whole section above can be centralised to reduce duplication and missed errors if we decide to change this in future, just a thought

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Ion cube pedestals don't react to remote players

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