Please make animal hitboxes smaller

IIRC there were serious clipping issues at launch and problems with animals getting stuck in places where they couldn't turn around. I'm not entirely sure why it was changed again later, but my theory is that the boxing issue many people were experiencing was related to hitboxes as well, since the next increase seemed to happen around the time that was fixed.

All in all it seems like it's more of an AI limitation, at least the way I'm looking at it. It's all well and good to suggest that an animal should be able to pass through a narrow passageway from one large space to another, and then turn around in the second large space to go back through the narrow passageway, but if someone makes a narrow passageway that doesn't lead anywhere, can the animal get back out again?

In real life, sure, animals can and do reverse (often awkwardly) to remove themselves from tight spots, but is this a feature in the game? Is it something that can be easily implemented?

I definitely agree that the ability to use smaller doorways would be nice (especially for tiny animals like the capuchin, red panda, and pangolin, the latter of which can't even use the regular doorway building piece), but I'd be willing to bet there's some kind of good reason that they currently can't.
If I recall correctly animals were actually able to turn in place without having to move in any direction to get out of tight spaces. This is why I think the issue here is either AI limitations like you said or to minimize clipping. To be honest I'd prefer to have better traversable area and shelter coverage over avoidance of clipping. It's not like the game doesn't have any clipping. Guests and staff clipping is actually a feature in the game to avoid complications. We are quite used to it so it doesn't bother me anymore.

As for reverse, I don't think it'd be feasible to add reverse animations and additional coding for each animal at this point; I'd rather see those funds invested somewhere else (just brainstorming, not implying you suggested that btw). I also don't think it'd be necessary to add one anyway. If an animal does have turn in place animations, which they do, and can pass its hitbox through a very tight space, it can turn in place and come back from a hitbox standpoint. The question of AI and pathfinding complications, on the other hand, remains. However that brings back the question "Then how did the animals navigate properly at launch?"; which tells me this is more of a clipping avoidance issue more than anything. In that case I'd rather have the original hitboxes with some clipping over multiple traversable area, shelter coverage and climbable object navigation issues and relatively less clipping (yes it still happens). This is where I stand as long as it is a priority issue between clipping and the latter, but if there is actually a technical hindrance then it is another matter altogether.
 
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If I recall correctly animals were actually able to turn in place without having to move in any direction to get out of tight spaces.

I remember something about crocodiles, very vaguely, but the issue was that a crocodile moving forward is a lot narrower than a crocodile turning around on the spot.

Don't quote me on this as I'm struggling to recall exactly the situation, but I think the hitboxes were increased at one point so that they were the same size as an animal's length even in the direction of the animal's width (I apologise if I explained that badly, brain's not working right this morning). In essence the hitboxes became symmetrical to allow animals to turn on the spot without clipping.

Whether or not you'd prefer they clipped to give us smaller hitboxes is a matter of personal opinion (for me it's no big deal, unless it contributes to the annoying boxing and escape issues we faced a few updates ago).
 
I remember something about crocodiles, very vaguely, but the issue was that a crocodile moving forward is a lot narrower than a crocodile turning around on the spot.

Don't quote me on this as I'm struggling to recall exactly the situation, but I think the hitboxes were increased at one point so that they were the same size as an animal's length even in the direction of the animal's width (I apologise if I explained that badly, brain's not working right this morning). In essence the hitboxes became symmetrical to allow animals to turn on the spot without clipping.

Whether or not you'd prefer they clipped to give us smaller hitboxes is a matter of personal opinion (for me it's no big deal, unless it contributes to the annoying boxing and escape issues we faced a few updates ago).
If that's the case, then a better solution would be to have the narrower side taken as reference to make the hitbox symmetrical. Even games that have no clipping as a feature, in contrast to humans clipping in PZ, don't have a problem with tails clipping. That being said, tails still clip through slopes and whatnot, so the change just takes away the goodies like traversable areas and shelter, without giving a proper solution.

Either way this has been some good brainstorming. I hope the devs come up with a good solution to restore the better traversable area, climbing and shelter spaces.
 
I don't scroll the workshop that often but it's pretty obvious a lot of shelters are struggling to make it look good.
A lot of gates really looks out of proportion, espcially when they post screenshots with animals .
Some actually did a nice job to make it less obvious but I also think it's also a case of knowing hitboxes are too big and paying more attention to it - making it even stand out more. :D
 
You know, I wonder if a potential solution to the shelter issue could be to make it so animals can clip through off-grid building pieces.

As an example, let's say you build your shelter out of plaster wall pieces, and you create an overlarge entrance to account for the animals' hitboxes, but then you add the off-grid plaster panels to the sides of the entrance to shrink it down. If they made it so the animals can clip through the off-grid pieces, then it would be easier to 'fake it' in terms of building structures.
 
You know, I wonder if a potential solution to the shelter issue could be to make it so animals can clip through off-grid building pieces.

As an example, let's say you build your shelter out of plaster wall pieces, and you create an overlarge entrance to account for the animals' hitboxes, but then you add the off-grid plaster panels to the sides of the entrance to shrink it down. If they made it so the animals can clip through the off-grid pieces, then it would be easier to 'fake it' in terms of building structures.
Oh, that wouldn't really be something I'd advocate for. I like to use off-grid building pieces as null barriers and with that change it wouldn't be possible anymore.
 
Lol, this is my habitat after hitbox update... before it they could reach almost everywhere.
 

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Lol, this is my habitat after hitbox update... before it they could reach almost everywhere.

lol

I know the feeling. I had to rework almost all my builds 'cause the animals kept getting stuck in places they could easily reach before e.g. shelters but suddenly couldn't get out of after the update or because the space was waaay too small even though it was perfectly fine before. So yeah, it's stupid and terribly annoying and one of the reasons why I created this topic in the first place.
 
Dear Frontier-Devs, please, please, I'm desperate: Please adress this issue! Bactrian Camels not even fitting through lime stone arches is .... enter nice word here, because I can't find one anymore. If I'm not mistaken, they fit in the past through the arches. It feels like with every update the hitboxes are getting bigger. Plus, I need a 1156 qm habitat now (plus 107 qm water), to make 846 qm traversable, as I'm having 6% foliage and a few stones. Really, camels don't need to social distance 2 and more meters from rocks and palms. No health risk with coming close to them...
 
I actually kinda gave up playing for now and it's mainly because of this (the other two being the annoying path restrictions and poor optimization)

I would really really appreciate it if we could get some feedback regarding this issue from the devs, so we at least know that they're aware of this 'cause the silence is kinda disheartening after seeing how many people have problems with this 😕
 
I actually kinda gave up playing for now and it's mainly because of this (the other two being the annoying path restrictions and poor optimization)

I would really really appreciate it if we could get some feedback regarding this issue from the devs, so we at least know that they're aware of this 'cause the silence is kinda disheartening after seeing how many people have problems with this 😕

100% agreed! This is honestly pathetic:

hyena.jpg


You really mean to tell me this tiny hyena cannot fit through that gigantic hole? Come on! What's even the point of these building pieces if 90% of the animals cannot use them?
 
We got some extreme examples here. Thank you to all fellow players who took the time to make screenshots of the issue. I wish, Frontier would address this problem, because as of now, even I loose my patience with my beloved game and building shelters and / or interesting habitats just isn't possible at the moment. See hyena, anteater and camels as an extreme example here.
 
We got some extreme examples here. Thank you to all fellow players who took the time to make screenshots of the issue. I wish, Frontier would address this problem, because as of now, even I loose my patience with my beloved game and building shelters and / or interesting habitats just isn't possible at the moment. See hyena, anteater and camels as an extreme example here.

Even the pangolins are ridiculous - I don't have a screenshot, but I thought they'd be able to fit through the doorway building piece given their tiny size and the fact that keepers and guests can get through it. No dice. Had to use a huge archway piece instead. I even tried to reduce the size by using a 1m wall piece at the top to at least make it lower, but then realised pangolins must have a gigantic invisible sail on their backs or something because suddenly it wasn't tall enough.
 
I noticed something interesting today.

Here is the Arctic wolf traversable area showing they can't get through the shelter door

Planet Zoo Screenshot 2020.05.24 - 21.16.30.46.jpg


But then I noticed the wolves jump over the 'gap'. Not a satisfactory solution but interesting to note.

Planet Zoo Screenshot 2020.05.24 - 21.17.19.66.png


Planet Zoo Screenshot 2020.05.24 - 21.17.25.39.png
 
I noticed something interesting today.

Here is the Arctic wolf traversable area showing they can't get through the shelter door

View attachment 174290

But then I noticed the wolves jump over the 'gap'. Not a satisfactory solution but interesting to note.

View attachment 174291

View attachment 174292
Yeah, that happens if the gap between the nav area is small enough (I believe that's how jumping on rocks and platforms works). I noticed it with my warthog house, although it's still pretty annoying seeing the animals constantly jump over nothing
 
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