Hi Wallenstein,
Yes, there is a problem with that if you have “snap open only” enabled. The plugin considers that the socket is closed because it’s overlapped by the volume. It feels weird because the volume is invisible, but the plugin only sees collisions, so there is no difference. The runtime version (mssr) uses different logic, so there is no such problem. I did not figured yet how to fix it properly, i need to look into it. Your workaround is pretty clever, I didn’t think of that.
I probably should add a specific option to exclude collision volumes so that will fix the problem.
The reason why I didn’t want to simply remove collision volumes from consideration is that there are legitimate uses for them. Imagine for example you have a huge spline road made of many spline meshes. Enabling collision on those will make the editing very slow, so what I did instead is to add little collision primitives around the sockets and the plugin manages to find the spline from there.