WebXR Technical Difficulties on Blender

Ah I see! Would you want the object to be locked on Z in VR as well?

Yep, it works just fine when I apply it to the somple sphere but that warped wireframe seems to be all over the place

by user 392979063620501504

Nvm, it’s either showing stable or very gltichy behaviour everytime I load it in

by user 392979063620501504

Now even with the LockZ component, both objects are widly glitching, one run it’s very stable and the next time I rerun the project from blender, it’s very glitchy and all over the place

by user 392979063620501504

How do I smoothen out these glitches and add better controls overall?

by user 392979063620501504

This just partially worked, I made the scene and labelled the parts and added it to the WebXR component and it ran in VR, but the only change I noticed is that the controller models disappeared, the hands didn’t show up - not that it’s a priority rn, I want to first improve movement and navigation around the space first

by user 392979063620501504

Does unity fair better here?

by user 392979063620501504

Hey can someone please answer this question please?

by user 392979063620501504

Heyo anyone here?

by user 392979063620501504

@marwie1 :cactus: Some guidance here please :pray:

by user 392979063620501504

Hey, please don’t ping team members, there’s weekends and national holidays and such – we’ll respond today

Cool, looking forward to it :raised_hands:

by user 392979063620501504

Hey any updates on this end?

by user 392979063620501504

@marwie1 :cactus: @herbst​:cactus: I hope you guys are having a good weekend
I just wanted to raise some concerns and learnings I have had with VR settings in Blender and Unity, that I hope you guys can look into sometime during the week:

  1. After taking learnings from AR implementation, I have restructured the file layers and components similar to a unity sample I studied and there was a slightly improved experience
  2. Like I showed in the video above, the objects have gotten less jittery but do still happen occasionally which I haven’t observed in this sample (Collaborative Sandbox | Needle Engine) If the components exposed are the same then I’m guessing the jitter is coming from somewhere else but I do ask you guys to look into it, I’ll sharing the blender file through bug right away too.
  3. Lastly, Player height and controls - I have been asking for a few weeks on what is the best way to increase height but haven’t gotten an answer here or found one that I could understand online. I want to be able to be able to have players increase their height from the base 1.6 to 1.8 or ideally allow the option to fly around the scene.

I hope you guys can over this during the week after an enjoyable weekend, the bug report has been sent through blender, I will continue to work on experimenting with Unity here after too.

by user 392979063620501504

Hey guys, I hope you have a look over this?

by user 392979063620501504

  1. is it possible that is just a placebo? Or what do you mean exactly?
  2. Jittering could be caused by performance, have you measure it yet? Even on other non-XR device such your phone.
  3. That requires some code. First you need to gather input / controller pos to measure the distance and then find the XR Rig, and scale that object.

If you mean the ā€œheightā€ of the user exactly, that is terminated by the floor level and the person’s physical height. So, what exactly is the case when you want to chagne the ā€œheightā€ from 1.6 up to 1.8?