Home › Forums › General Questions › VR wall collisions in unbounded space
- This topic has 3 replies, 2 voices, and was last updated 1 year, 7 months ago by Alexander Kovelenov.
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2023-04-14 at 11:25 am #62064Thomas FabiniCustomer
Hi Yuri, hi guys,
allthough I assume a solution for or within Verge3D is less probable – I’ll still give it a try…:
When moving the camera in VR-space the collision material assigned in blender or physics collision do a perfect job preventing the user from passing through walls.
Yet, if the user has the ability to walk in the VR enviroment these limits get overridden by the Headset positioning, enabling the user passing through walls. Like walking through the windows in your Virtual Reality Demo and standing on the outer ledge (creepy feeling for non-suicidals btw.).
In know, it is the expected behavior and got nothing to do directly with Verge3D. I guess Unity and Unreal got some ready-made solutions in their toolkits for this although I don’t know of any WebXR framework which has…As far as I understand this, the only way of implementing wall collisions at this level would be through repositioning the whole VR Scene when a collision with a wall is detected. Even if parenting the complete scene and calculating a more or less fancy offset from the user position – could it work performance-wise?
Do you have any suggestion how this kind of collisions can be realized (with or without the user dragging the scene around) or any suggestion to an approach which could help in the process?
Is it conceivable that Verge3D in the near future will have features which would help address this?
Any suggestions, hints or possible solutions are very welcome.
Thanks,
Thomas2023-04-17 at 8:10 am #62118Alexander KovelenovStaffHi! I
Indeed, going beyond the allowed zone via headset, not the controllers, is not covered by the logic included in VR app or Puzzles library. We’ll need to think about how to handle this though.Meanwhile, if you need 100% match between virtual and real space, you better use room positioning mode. This way you need to design the scene according to the allowed boundings or vise versa.
2023-04-19 at 12:28 pm #62203Thomas FabiniCustomerHi Alexander,
thank you very much for your reply.
I think it’d be awesome if Verge3D could handle this kind of collisions in the near or further future…I have tested the room positioning mode, only to learn that the Quest 2 ignores completely which mode I choose. As far as I get it, it knows only two modes: “Roomscale boundary” and “Stationary boundary” of which the user has to choose one when using the headset. I assume these correspond with “room” and “sitting or standing”. The Quest 2 seems to ignore these settings in the WebXR app and goes with the internal setting.
Anyway, I couldn’t match probably the VR and real world space unless we rent a stadium or a larger hall :) . That’s why I added the controls for moving and rotation, while having the possibility to still walk physically within the defined boundaries.
For now I’m going down the road where I let the physics engine do the heavy lifting and push the entire scene farther when the user hits the walls. In a test setup, against my initial expectations the frame rate didn’t change at all when these collision occurred. But it is still unclear if it’s a real solution to the problem.
Anyways, I’d love to hear if you are implementing anything pointed in this direction or have any other suggestions.
Thanks,
Thomas2023-04-20 at 9:22 am #63127Alexander KovelenovStaffIn general, “Room” is different from “Standing” only in initial positioning of the device. If you stay at the room’s center, you won’t see any difference.
In the current implementation we tried to make things as easy as possible, so no complex code is used. There is definitely the room for improvement in the future.
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