diff --git a/QSB/ElevatorSync/WorldObjects/QSBElevator.cs b/QSB/ElevatorSync/WorldObjects/QSBElevator.cs index 3d3443cd..e5f3ab7d 100644 --- a/QSB/ElevatorSync/WorldObjects/QSBElevator.cs +++ b/QSB/ElevatorSync/WorldObjects/QSBElevator.cs @@ -19,15 +19,16 @@ public class QSBElevator : WorldObject public override async UniTask Init(CancellationToken ct) { var boxShape = AttachedObject.gameObject.GetAddComponent(); - boxShape.center = new Vector3(0, 1.75f, 0.25f); if (Name == "LogLift") { - boxShape.size = new Vector3(5, 3.5f, 8); + boxShape.size = new Vector3(4.6f, 3.5f, 12); + boxShape.center = new Vector3(0.1f, 1.75f, 1.3f); } else { boxShape.size = new Vector3(3, 3.5f, 3); + boxShape.center = new Vector3(0, 1.75f, 0.25f); } _elevatorTrigger = AttachedObject.gameObject.GetAddComponent(); diff --git a/QSB/SectorSync/QSBSectorManager.cs b/QSB/SectorSync/QSBSectorManager.cs index 00fa5d47..73810001 100644 --- a/QSB/SectorSync/QSBSectorManager.cs +++ b/QSB/SectorSync/QSBSectorManager.cs @@ -101,18 +101,9 @@ public class QSBSectorManager : WorldObjectManager // TH elevators foreach (var elevator in QSBWorldSync.GetUnityObjects()) { - // just create a sphere at the attach point lol - // since players will be moved there when riding the elevator - // -- - // The attach point on the game object itself to - // sync player attachment properly. FakeSector.Create(elevator.gameObject, elevator.GetComponentInParent(), - x => - { - x.gameObject.AddComponent(); - x.gameObject.AddComponent(); - }); + x => x._triggerRoot = elevator.gameObject); } // rafts