Difference between revisions of "Known Verge3D Limitations"

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== Raycasting to skinned objects ==
== Raycasting to skinned objects ==


If some skinned object moves out of its bounding (sphere of box), raycasting will be fail to detect its new position.
If some skinned object moves out of its bounding (sphere of box), raycasting will fail to detect its new position.


[[File:armature_movement.png]]
[[File:armature_movement.png]]

Revision as of 14:07, 20 September 2021

Two or more clipping planes parallel to each other

Two parallel clipping planes.jpg

When two or more clipping planes intersect with each other, you can see the following artifacts similar to Z-fighting.

Camera Scaling

Camera scaling > 1 or < 1 does not supported well in Verge3D. Always set scale factor for your cameras to 1.

Raycasting to skinned objects

If some skinned object moves out of its bounding (sphere of box), raycasting will fail to detect its new position.

Armature movement.png

This also affects when clicked, when hovered, when dragged, and raycast puzzles.

Possible workaround for this would be creating a simplified fully-transparent proxy object and parenting it to the bone directly (without skinning). Then you can detect raycasting, clicking, hovering etc for that object.

See also

  • Hardware Related Issues - in-depth explanation of various hardware issues you might experience in your Verge3D-based apps.