feat: PointerEvents max_camera_distance; max_distance is player distance - #470
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feat: PointerEvents max_camera_distance; max_distance is player distance#470robtfm wants to merge 1 commit into
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Document max_distance as the distance from the player (what unity and godot have always measured, and what every deployed scene relies on), deprecate max_player_distance as a same-meaning alias, and add max_camera_distance for the camera-origin check that max_distance was previously documented as. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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What
max_distanceis now documented as player distance (distance from the avatar to the target). This matches what unity-explorer has measured since 2024 (avatar head in every mode except first-person, including under a sceneVirtualCamera) and godot; only bevy implemented the "camera distance" wording. Changing the clients to match the old comment would break every deployed scene that usesmaxDistance, so the comment changes instead.max_player_distanceis deprecated: it is an alias formax_distance. When both are present the larger is used.max_camera_distance = 8: the camera-origin check, for scenes that drive a virtual camera away from the avatar.Combination rules (unchanged shape, roles swapped): only player → player check; only camera → camera check; both → OR; neither → player distance ≤ 10.
Context: Slack thread on
maxDistancevsmaxPlayerDistance; unity-explorer issue decentraland/unity-explorer#9320 (defaults applied before presence checks) is confirmed in code and means unity currently only ever runs the OR branch.Client PRs: bevy-explorer (follows), js-sdk-toolchain (follows, pinned to this branch's artifact). Unity needs to add
max_camera_distancesupport.🤖 Generated with Claude Code