diff --git a/unity/Assets/ExperimentRoomSceneManager.cs b/unity/Assets/ExperimentRoomSceneManager.cs index e412dcc3da..ef6920375c 100644 --- a/unity/Assets/ExperimentRoomSceneManager.cs +++ b/unity/Assets/ExperimentRoomSceneManager.cs @@ -262,7 +262,7 @@ public List ReturnValidSpawns(string objType, int variation, SimObjPhys for(int i = 0; i < spawnCoordinates.Count; i++) { //place object at the given point, then check if the corners are ok - fpsAgent.PlaceObjectAtPoint(toSpawn, spawnCoordinates[i]); + fpsAgent.placeObjectAtPoint(toSpawn, spawnCoordinates[i]); List corners = GetCorners(spawned); @@ -332,7 +332,7 @@ public bool SpawnExperimentObjAtPoint(string objType, int variation, SimObjPhysi spawned.transform.Rotate(new Vector3(0, yRot, 0), Space.Self); PhysicsRemoteFPSAgentController fpsAgent = agentManager.ReturnPrimaryAgent().GetComponent(); - if(fpsAgent.PlaceObjectAtPoint(toSpawn, point)) + if(fpsAgent.placeObjectAtPoint(toSpawn, point)) { //we set success to true, if one of the corners doesn't fit on the table //this will be switched to false and will be returned at the end @@ -415,7 +415,7 @@ public bool SpawnExperimentObjAtRandom(string objType, int variation, int seed, { //place object at the given point, this also checks the spawn area to see if its clear //if not clear, it will return false - if(fpsAgent.PlaceObjectAtPoint(toSpawn, spawnCoordinates[i])) + if(fpsAgent.placeObjectAtPoint(toSpawn, spawnCoordinates[i])) { //we set success to true, if one of the corners doesn't fit on the table //this will be switched to false and will be returned at the end diff --git a/unity/Assets/Scripts/PhysicsRemoteFPSAgentController.cs b/unity/Assets/Scripts/PhysicsRemoteFPSAgentController.cs index 8adce7d9dd..3867ae5c51 100644 --- a/unity/Assets/Scripts/PhysicsRemoteFPSAgentController.cs +++ b/unity/Assets/Scripts/PhysicsRemoteFPSAgentController.cs @@ -3367,7 +3367,7 @@ public void PlaceObjectAtPoint(ServerAction action) } //same as PlaceObjectAtPoint(ServerAction action) but without a server action - public bool PlaceObjectAtPoint(SimObjPhysics t, Vector3 position) + public bool placeObjectAtPoint(SimObjPhysics t, Vector3 position) { SimObjPhysics target = null; //find the object in the scene, disregard visibility