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Many of the parts use a common external hatch model. It would be wonderful if the handle in this model was separated out to another gameobject with its origin at the axis of rotation for VR support. Without this, players can't enter these parts from EVA without other special support or just hitting F on their keyboard. If you like, you could add a collider to it as well but KerbalVR can at least do that procedurally too.
For example the mobile processing lab:
This could even be saved as a separate .mu file so that it could just be instantiated in all the places where it's used. I think the same model is also used in SSPX.
The text was updated successfully, but these errors were encountered:
Many of the parts use a common external hatch model. It would be wonderful if the handle in this model was separated out to another gameobject with its origin at the axis of rotation for VR support. Without this, players can't enter these parts from EVA without other special support or just hitting F on their keyboard. If you like, you could add a collider to it as well but KerbalVR can at least do that procedurally too.
For example the mobile processing lab:
This could even be saved as a separate .mu file so that it could just be instantiated in all the places where it's used. I think the same model is also used in SSPX.
The text was updated successfully, but these errors were encountered: