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Thomas FabiniCustomer
Hi kdv,
thanks for pointing out the details and the measurements – I actually forgot to test all interactions between collision primitives and against collision meshes.
Do you like to fill us in on how you achieved the zero gap collision in your example? Maybe you could attach a working example?
Thomas FabiniCustomerHi Yuri,
thank you very much for looking into this.
I’m not entirely sure but I assume I was using already Verge3D to 4.2.0 at the time of posting, it seems I updated back in december.
I noticed only after my initial post and further tests that only collision meshes are affected. The collision primitives like box, sphere, cylinder etc. seem to work as expected.
With collision meshes it seems the margin is a constant value which doesn’t change with the scene size. It gets more visible when objects are smaller.
I’ve attached a quick test, physics objects with collision meshes are the red ones.
Thank you,
ThomasAttachments:
You must be logged in to view attached files.Thomas FabiniCustomerThanks Yuri.
Thomas FabiniCustomerHi bruno5d,
as far as I can tell, unfortunately not. I don’t assume VR (or more specifically a VR Demo) has been in the main scope of the devs lately.
I ended up taking the Snowballs VR demo puzzles piece by piece apart and integrating and adapting those parts which contribute to VR and controls in a new project. It’s a long and tedious process.Thomas FabiniCustomerHi Yuri, thank you very much – that’s great news!
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