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Thomas Fabini

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Viewing 7 posts - 46 through 52 (of 52 total)
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  • in reply to: Physics collision margin #60385
    Thomas Fabini
    Customer

    Nice find, thanks for having a look at this.
    Hope the devs might take a closer look, too.

    I’ve ran into these issues mainly with detecting collisions (“detect collision of”) to trigger further actions. They where triggering before the collision bodies where touching. So it was less about the visible margin around physics bodies which I observed only after.

    I’ll run some tests, I strongly assume the detection in between mesh collision objects will be more precise which the modified margin.

    in reply to: Physics collision margin #60382
    Thomas Fabini
    Customer

    Hi kdv,

    since you patched puzzles.min.js I assume you modified ammo.js rigid body initialization parameters in the methods which are used for the js output of the puzzles.

    Since I’m less of a developer – is geometry.setMargin(0) a possible solution to the problem (which could make it to a new version of Verge3D) or rather a quick fix?

    in reply to: Physics collision margin #60377
    Thomas Fabini
    Customer

    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?

    in reply to: Physics collision margin #60229
    Thomas Fabini
    Customer

    Hi 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,
    Thomas

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    in reply to: VR Controller Navigation (Quest 2) #58939
    Thomas Fabini
    Customer

    Thanks Yuri. :good:

    in reply to: VR Controller Navigation (Quest 2) #58373
    Thomas Fabini
    Customer

    Hi 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.

    in reply to: VR Controller Navigation (Quest 2) #54046
    Thomas Fabini
    Customer

    Hi Yuri, thank you very much – that’s great news! :yahoo:

Viewing 7 posts - 46 through 52 (of 52 total)