diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index e41909d6..cbe89daf 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -1683,11 +1683,11 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) { heightOffset = 0.3f; } } else if (t == game::ObjectType::GAMEOBJECT) { - // Do not hard-filter by GO type here. Some realms/content - // classify usable objects (including some chests) with types - // that look decorative in cache data. - hitRadius = 2.5f; - heightOffset = 1.2f; + // For GOs with no renderer instance yet, use a tight fallback + // sphere (not 2.5f) so invisible/unloaded GOs (chairs, doodads) + // are not accidentally clicked during camera right-drag. + hitRadius = 1.2f; + heightOffset = 1.0f; } hitCenter = core::coords::canonicalToRender( glm::vec3(entity->getX(), entity->getY(), entity->getZ()));