I don't know if this solution fits your needs or not.<br><br>When I generate NPC's that need to react with an animation, I've found it much more reliable to have the collision object broadcast a negative channel message that the attachment listens for. I use a hash of the NPC UUID to determine the broadcast channel, and the same Hash to open the listen channel in the attachment code. Since I equip all my NPC's with an AO, I have simply added a section of code to trigger the "reaction" specified by the object that detected the collision. I have added an additional listen channel I have designated as a group channel. I plan to use the same strategy ( a hash of the group UUID ) to allow me to send control message to subsets of the NPC population. <br>
<br>As far as the avatar capsule collison shape goes.. I have been unable to get any consistent results with detectors at ground/foot level. Not only is the capsule smallest there, but when NPC's get off track and bounce off walls or other NPC's, they seem to "gain altitude". I find that they often loose contact with the ground and stop triggering lower detectors completely. In high traffic areas I try to keep all of the avatar detectors in a 1 meter range centered around the waist of an "average" avatar height. Not only is this where the capsule is normally widest, but it is high enough to "grab" the floating NPC's and trigger an new-direction/animation that gets them back to the ground. <br>
<br><br>D<br>