We are setting up a scene and in the Unity coordinate system everything is at height 0. When I am opening the scene in AR, placeing the circle reticle, my XR rig is below 0 and I see the scene from below. Also my avatar can be seen stuck in the ground for the other users in the multi user setup. What is the reason for that and which settings do we have to do?
Hi FragstreetBoy,
The issue with your XR rig appearing below height 0 in AR mode can be related to several factors, mainly the alignment of the AR coordinate system with your Unity scene.
-
Ground Projection Settings: Check your ground projection height settings. In Needle Engine, you can adjust the projection height in the
GroundProjection
component. This setting determines how far above the ground the camera is positioned. If it’s set too low, it might cause the AR setup to appear below ground level (see the documentation). -
AR Scene Scale: Ensure that the scale of the scene in AR matches the real-world scale. The
arScale
property is crucial; if this value is less than 1, it could make the entire scene appear smaller and lower than intended . -
Placement Logic: The
WebARSessionRoot
component takes care of placing your scene in AR. Ensure that logic for placement is applied correctly, and debug if necessary the positions during different events likeonEnterXR()
oronUpdateXR()
to adjust the height appropriately . -
Multi-user Setup: If users see the avatar stuck in the ground, make sure that the synchronization settings in your network manager are correctly set. The avatar’s position should be synchronized across all clients based on where it actually is in the AR environment .
-
Testing: Test using different devices and environments to ensure it’s not a device-specific issue. The scaling and projection settings can sometimes behave differently across devices (see the documentation) .
Next Steps:
- Adjust the height in the
GroundProjection
component and test the AR scene again. - Ensure your
arScale
is reasonable and does not distort your scene. - If issues persist, consider checking the XR rig’s initial positioning relative to the real-world placement.
Feel free to ask if you need further assistance!
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One thing to check that the bot didn’t mention: check if you have any of the autofitting options on on the WebXR component, and that you have an explicit XRRig in your scene, if you want full manual control.
Also, would be great if you could submit a bug report – the default setup shouldn’t give you completely wrong results, so something in your scene might be incorrectly participating in our automatic bounds calculations.