diff --git a/examples/controllers/handControllerGrab.js b/examples/controllers/handControllerGrab.js index 0812dc8980..d4e926ab0d 100644 --- a/examples/controllers/handControllerGrab.js +++ b/examples/controllers/handControllerGrab.js @@ -479,7 +479,11 @@ function MyController(hand) { this.setState(STATE_NEAR_GRABBING); } else { // equipping if (typeof grabbableData.spatialKey !== 'undefined') { - this.setState(STATE_EQUIP_SPRING); + // TODO + // if we go to STATE_EQUIP_SPRING the item will be pulled to the hand and will then switch + // to STATE_EQUIP. This needs some debugging, so just jump straight to STATE_EQUIP here. + // this.setState(STATE_EQUIP_SPRING); + this.setState(STATE_EQUIP); } else { this.setState(STATE_EQUIP); } @@ -493,7 +497,9 @@ function MyController(hand) { this.grabbedEntity = intersection.entityID; if (typeof grabbableData.spatialKey !== 'undefined' && this.state == STATE_EQUIP_SEARCHING) { // if a distance pick in equip mode hits something with a spatialKey, equip it - this.setState(STATE_EQUIP_SPRING); + // TODO use STATE_EQUIP_SPRING here once it works right. + // this.setState(STATE_EQUIP_SPRING); + this.setState(STATE_EQUIP); return; } else if (this.state == STATE_SEARCHING) { this.setState(STATE_DISTANCE_HOLDING); @@ -1248,4 +1254,4 @@ function cleanup() { } Script.scriptEnding.connect(cleanup); -Script.update.connect(update); \ No newline at end of file +Script.update.connect(update); diff --git a/interface/src/avatar/AvatarActionHold.cpp b/interface/src/avatar/AvatarActionHold.cpp index 3baffd5b6b..b06d66a035 100644 --- a/interface/src/avatar/AvatarActionHold.cpp +++ b/interface/src/avatar/AvatarActionHold.cpp @@ -330,5 +330,6 @@ void AvatarActionHold::deserialize(QByteArray serializedArguments) { _active = true; }); + activateBody(); forceBodyNonStatic(); }