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Player collision with table #24
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This is a limitation in Godot XR Tools, because we're moving the player body forward to where the head position is, the player attempts to walk through the table and is pushed back. It is something we have on the list of things to solve, hopefully soon. |
What are you guys thinking of? Separate colliders for head and body, body trails behind head-or not needed, collision with either stops movement of the characterbody from the joystick, collision with body only allows headset movement within a range? -> Weird edge case where player is over a railing. |
Hmm interesting; it might not be physically accurate when the player is ducking by bending their legs, but I wonder if the visual effect will be good enough. I'm also concerned about the case of seated to standing and back, I usually play vr games while seated most of the time. The move to full body tracking is unexpected, I've actually been avoiding using xr-toolkit because of the heavy use of floating hands/ baked in gesture poses and instead rolling my own IK based physical body. |
I WAS PUSHED BACK UNEXPECTEDLY when I leaned my body to pick an item on the table. It is because the capsule collider follows the head, and thus collides with the table, although physically I'm just leaning myself without moving
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