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Body Representation breaks if climbing through geometry #7

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bddckr opened this issue Oct 16, 2018 · 5 comments
Open

Body Representation breaks if climbing through geometry #7

bddckr opened this issue Oct 16, 2018 · 5 comments
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@bddckr
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bddckr commented Oct 16, 2018

ExtendRealityLtd/Zinnia.Unity#157 brought Body Representation and Climbing.

If the user climbs down and therefore moves the play area through a collider the body won't follow as the virtual physics prevent it from doing so. While this is the expected and desired outcome the Body Representation logic actually breaks when doing this - the play area offset from the body staying out of the geometry keeps being applied to the body.

This problem ultimately boils down to a regular event of body ↔️ headset divergence which should probably be handled by default for this particular issue. A solution currently is to disable and enable the
BodyRepresentationInternalSetup as its OnEnable ensures the necessary movement of the play area to converge the headset back into the virtual body. A better solution may be to extract that logic into a public method and allow specifying a teleporter to use for this kind of absolute position change. That in turn will allow fading if necessary and offers using the teleporter pipeline for more customization.

@bddckr bddckr self-assigned this Oct 16, 2018
@thestonefox
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Is this still an issue?

@bddckr
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bddckr commented Nov 6, 2018

Yeah it's part of my 5 bullet point list to enhance climbing further. The idea is to not allow diverging, even while climbing, by utilizing a smaller collider (that resembles the headset rather than the whole body).

@pushmatrix
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Would this cause the character to release the grab when the collision happens?

I'm encountering a scenario where if my body touches a collider while climbing, the grab lets go. Wondering if it's related.

@thestonefox thestonefox transferred this issue from ExtendRealityLtd/Zinnia.Unity Apr 15, 2020
@HugoCortell
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This is still an issue last I checked.

@thestonefox
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This is still an issue last I checked.

That's why this issue is still open

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