ExtendRealityLtd / ExtendRealityLtd/Tilia.Trackers.PseudoBody.Unity
Body Representation breaks if climbing through geometry
- Dominant language
- C#
- Stars
- 4
- Forks
- 1
- PR merge metrics
- No merged PRs in 30d
Description
ExtendRealityLtd/Zinnia.Unity#157 brought Body Representation and Climbing.
If the user climbs down and therefore moves the play area through a collider the body won't follow as the virtual physics prevent it from doing so. While this is the expected and desired outcome the Body Representation logic actually breaks when doing this - the play area offset from the body staying out of the geometry keeps being applied to the body.
This problem ultimately boils down to a regular event of body ↔️ headset divergence which should probably be handled by default for this particular issue. A solution currently is to disable and enable the
`BodyRepresentationInternalSetup` as its `OnEnable` ensures the necessary movement of the play area to converge the headset back into the virtual body. A better solution may be to extract that logic into a public method and allow specifying a teleporter to use for this kind of absolute position change. That in turn will allow fading if necessary and offers using the teleporter pipeline for more customization.
Contributor guide
Assessment
This issue has not been assessed yet.