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XROrigin3D not on top of floor #550
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That was easy. Can't believe I missed that 🙈. Thank you so much for the quick reply, @Malcolmnixon. |
@Malcolmnixon I wonder if we should default that to false and make it an opt-in option. It works really well with our demo and xr-templates because we're using the whole staging setup, but in smaller projects, the calibration happens before there is good data for it. |
I think we might want to make this a CalibrationMode enumeration:
That way a game can have the player perform a one-time calibration at the start of a game, and then have all other scenes/zones just use the existing calibration. |
Hi! First I wanna say great job on this set of tools for Godot!
I am trying to get started with VR development on Godot, and I have gotten everything to work, except for when I am running a scene through the Quest 3. Same issue in demos and when I try to implement this myself.
The boundry (quest floor) is not on top of the floor in the scene, but 0.25 units above.
I can see that the
PlayerBody
is always on the floor, andXROrigin3D
starts atorigin.y = 0
, but is beeing moved as soon as the_physics_process
function runs.Does this have something to do with the code or is it perhaps an issue with the Meta driver?
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