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In Progress
Fix In Review for 2.6.4
Fixed in 3.0.7
Votes
0
Found in [Package]
2.6.3
3.0.5
Issue ID
XRIT-181
Regression
No
[XRIT] XR Rig collides with objects even though coordinate wise there shouldn't be collision when using the Floor Tracking Origin Mode
Steps to reproduce:
1. Open the attached user's project "VR Template Test.zip"
2. Connect Oculus link to Quest 2/3
3. Make sure either OpenXR or OculusXR plugin is enabled
4. Enter Play Mode
5. Attempt to walk under a 2 meter overhang while physically standing up
Expected results: XR Rig doesn't collide with objects when using Tracking Origin Mode
Actual results: XR Rig collides with objects even though coordinate wise there shouldn't be collision when using the Floor Tracking Origin Mode
Reproducible with: XRIT 2.6.3 - 3.0.5 (2021.3.42, 2022.3.42f1, 6000.0.15f1)
Reproducible with these devices
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 12
Notes:
-Issues is reproducible on a new project
-Issue doesn't reproduce if using Device Tracking Origin Mode
-Reproducible with OpenXR and OculusXR Plugins
-Forum thread: https://discussions.unity.com/t/complete-xr-origin-setup-variant-cant-walk-under-2-meter-overhang/942906/5
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Resolution Note (fix version 3.0.7):
Added a new gizmo to help visualize the constraints of collision when the character controller class is moved around the physics scene. This is required because the standard capsule collider for the Character Controller only draws a capsule for other collisions that occur in the scene, not the locomotion/movement based ones. This gizmo takes into consideration the Skin Width and Step Offset properties which are used to block movement against walls and under overhangs.
Resolution Note (fix version 2.6.4):
Added a new gizmo to help visualize the constraints of collision when the character controller class is moved around the physics scene. This is required because the standard capsule collider for the Character Controller only draws a capsule for other collisions that occur in the scene, not the locomotion/movement based ones. This gizmo takes into consideration the Skin Width and Step Offset properties which are used to block movement against walls and under overhangs.