The Hammer Storm update broke Invisible Barriers. However, I have a simple workaround to fix the problem. You can see the demo in my fileshare "Bugs - Invisible Barrier". My gamertag is Rogue Artisan. You can pass through the barrier surrounded in green and not through the red barrier. Take a look in Forge to see how it's setup. To fix Invisible Barriers that don't spawn in custom games, simply add a single script to the object. The script doesn't require any conditions or actions. By adding the script to the object, it should render fine in customs and return the behavior back to pre-Hammer Storm settings.
So I'm new forge and I don't actually understand what ur saying about stairs and why u need blockers on stairs and I'm sorry I lied and said I kno but now that everything's out on the table can some tell me what we r talking about olz?
I thought updates were for fixing problems?... I really don't mind the naded going through them as long as you are right about the stairs having the smooth physics. That just bought me more budget in Trestles. --- Double Post Merged, Feb 24, 2016 --- What about drop spawns?... I was about to go set up my power weapon drop spawns on my 2v2s but is it even gonna work with invis blocks now? This is ridiculous.
As far as I can tell, if you assign the proper game type to an invisible, it works normally in that game type. Not sure about grenades, but bombs bounce off just fine.
Invis blockers were never supposed to stop grenades, Tom said as much on twitter. I'm glad it's fixed because it was incredibly awkward having grenades bounce off objects that "weren't there" in customs. Maybe we can convince him to add a toggle option in the object properties so everyone can be happy.
Barriers still do not function correctly using these fixes. They can severely shift out of position in customs, while remaining perfect in forge.
Wow, that's scary, cause it's really hard to test that when you can't see it in customs, short of outlining them like the OP. Going forward, I think they should look into a "test" gametype where these things can show up in a custom game.
I just swapped them out for Grids when using if for floors. Grids are the same width as invisibarriers and you can hide the grid pattern one unit under the floor.
To be clear, the collision map for the grid is 1' (1 Halo 5 "Unit") thick, and the texture appears to be offset 6" (1/2 Halo 5 "Unit") from the surface and has no perceptible thickness. This is a convenient happenstance.