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Won't Fix
Won't Fix in 2.0.X
Votes
0
Found in [Package]
1.2.3
2.0.0-pre.3
Issue ID
AVPB-687
Regression
Yes
[visionOS] Unbounded volume camera with any transform position applied is breaking XRI 3.0 XR grab transformer drag/rotate input behavior o
Reproduction steps:
1. Open the attached “Repro“ project
2. Open the “Assets/Scenes/SampleSceneUnbounded.unity“ Scene
3. Select the “Volume Camera“ GameObject in the Hierarchy
4. Modify the Transform Position to (0; -1; -0.5) in the Inspector
5. Build the project on “visionOS” platform (File > Build Settings > visionOS > Build)
6. Run the build on an Apple Vision Pro device or visionOS simulator
7. Pick up any object and observe the interactions with it
Expected result: The object’s pivot/grab point is at the interaction point
Actual result: The object’s pivot/grab point has an offset
Reproducible with: 2.0.0-pre.3 (6000.0.3f1) - User’s version
Not reproducible with: 1.2.3 (2022.3.35f1) - User’s version
Reproducible on: MR on Apple Vision Pro device - User’s platform
Not reproducible on: MR on visionOS 1.1 Simulator
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Resolution Note:
I just tested out the issue this describes and I couldn't find any incorrect behavior.
I cannot tell 100% from their video, but I think they are misunderstanding how spatialpointer input works.
If you direct pinch on something, the orbit point of rotation will be the center of where you pinch, and the object will move exactly proportional to how much you move your hand.
If you indirect pinch, which means gaze at an object and pinch from a distance. The orbit point of rotation will be where you were gazing. Your subsequent hand rotations will rotate the object around your original gaze point. Also with an indirect pinch the movement of the object is not exactly proportional to your hand. The object will move or rotate a greater distance the faster you move or rotate your hand. So you can grab some object at a distance, then pull it towards you really quick, and the object will move multiple feet towards you when you may have only moved your hand a few inches. When you do this, the object will sill rotate around the original gaze point. This type of behavior is baked into visionos and is part of its UX design of how to make dealing with distant objects easier.
If the user wants to be able to grab objects, and have them always behave as through you actually grabbed them, they should rely only on direct pinches and ignore indirect pinches.
Resolution Note (2.0.X):
I just tested out the issue this describes and I couldn't find any incorrect behavior.
I cannot tell 100% from their video, but I think they are misunderstanding how spatialpointer input works.
If you direct pinch on something, the orbit point of rotation will be the center of where you pinch, and the object will move exactly proportional to how much you move your hand.
If you indirect pinch, which means gaze at an object and pinch from a distance. The orbit point of rotation will be where you were gazing. Your subsequent hand rotations will rotate the object around your original gaze point. Also with an indirect pinch the movement of the object is not exactly proportional to your hand. The object will move or rotate a greater distance the faster you move or rotate your hand. So you can grab some object at a distance, then pull it towards you really quick, and the object will move multiple feet towards you when you may have only moved your hand a few inches. When you do this, the object will sill rotate around the original gaze point. This type of behavior is baked into visionos and is part of its UX design of how to make dealing with distant objects easier.
If the user wants to be able to grab objects, and have them always behave as through you actually grabbed them, they should rely only on direct pinches and ignore indirect pinches.