Hi Hoping you doing fine. I´m doing some tests using DragControls in VR. In my scene there are some objects with that script and also there is a 3D model of a building which I scaled in order to walk inside it, that model is currently desactive but I´m suspecting that building has something to do with the behavior that I show you in the video :
In general, when I hold the object **outside **where the desactivated 3d building model is , I can move and hold the object with the DragControls attached and nothing strange happens but, when I hold the same object inside the space that the desactivated 3d building model fill in the scene, the object starts to flicker in strange way.
I suspect that is the 3d model of that building but I’m not sure. When that building is active the same happens and with other objects which also have the DragControls. Another thing (1) in the scene is a plane which works as a navigable surface and has the Teleport target script, it is also desactivated. Another thing(2) there is a specific section in the model where the continuos movement goes lagged , that part has a lot of 3d chairs and maybe they have to be optimized, Idk if this has something to do. When I walk on other sections, the movement goes well.
I leve you a little video about that strange behavior. Thank you
Ok - you’re not using any samples right now? Then you should probably update to the latest experimental version. We updated our whole WebXR system recently including a complete DragControls rewrite. Those changes can’t be backported
I can´t make a clean install because of that and I’ve reloaded the scene and exit and open Unity but there is no change, the only indicator for needle is the welcome window :
I´ve tried update needle but this time I get several errors, so I wll keep that version but thanks, maybe with a completly new proyect, because I’ve some logic already implemented.
Hi! I fixed it! It results that, the building and other objects didn’t have the Tag Ignore Raycast so when I hold an object with the DragControls and the control ray was aiming in the direction of the other objects without the Ignore Raycast, the flicker happened. So it solved with the Tag Ignore Raycast : ) , I decided to keep this version for now. Thanks for your help, I will try the new XR features with a new proyect.