Search Issue Tracker
Fixed
Fixed in 3.0.7
Votes
0
Found in [Package]
3.0.5
Issue ID
XRIT-195
Regression
No
[Quest] Interactable moves further away or closer depending on the turning direction when UseDistanceBasedVelocityScaling is enabled
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Samples/XR Interaction Toolkit/3.0.3/Starter Assets/DemoScene.unity” Scene
3. Enter the Play Mode
4. Teleport to the Grab Interactable Objects
5. Grab any interactable
6. Turn left with head and controller
7. Observe the interactable moves closer to the controller
8. Turn right
Expected result: The interactable does not change distance from the controller
Actual result: The interactable moves further away from the controller
Reproducible with: 3.0.3 (2021.3.44f1), 3.0.5 (2021.3.44f1, 2022.3.50f1, 6000.0.22f1)
Reproducible on:
Play Mode
Windows Standalone Player
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Note:
- Reproducible when holding interactable lower than the controller
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Resolution Note (fix version 3.0.7):
Fix description:
- Upgraded attach velocity tracker estimation method to use weighted linear regression, which helps make the velocity estimate both more accurate and resilient to jitter and noise. Because it's weighted to newer time steps too, it exhibits lower latency as well.
- Removed plane projection logic preventing z-motion from working if not moving along the ground plane.
- Added filtering cone of 30 degrees to prevent unintended lateral motion from triggering z-motion of the objects.