I am currently working on an item that can be picked up from a point and carried around until it is dropped. On drop, it is destroyed.
The carrying around is all fine cause of the standard pickup functionality but I have found issues on the drop step as well as a side feature. This feature is that upon pickup a copy of the pickup is created so that another player can pick up this object (think of it as an endless supply). In both of these instances I have found unique errors that I will break into two instances:
Testing in Unity
On testing in Unity I found that the object successfully duplicates itself, but fails to destroy on drop.
Testing in VRC
On running in VRC the object neither duplicates itself nor destroys on drop.
The current system is held within a single object which has all the components required for a pickupable object. It is ran with this single graph.
I am familiar with the objectpool, but find it doesn’t allow for the “endless” functionality I may want as the pool is limited by size and I would want it to be scaled by the number of players in the instance. If there is a way to use the pool to make this work I would appreciate a pointer towards how.
Thank you all for your help.