I’m curious to know if anyone else is handling collisions with geometry in Room Scale VR, and how you’re handling it. I noticed that the VR Template doesn’t actually handle clipping.
So, here’s the experiment:
- Stand in the center of your play area
- Teleport to a wall in your VR demo so that it is right in front of your face and blocking you.
- Now, physically walk forward in your play area. Does the wall block your avatar movement, or does it let you clip through it?
The VR template (and most games) don’t ever block you from clipping through things. They just blindly set your character position to wherever you are, even if its an invalid position.
This needs to be accounted for and handled. In my game, I block the camera from moving through colliding objects, so you can physically keep walking forward, but your character won’t move with you. I know some people just do a fade to black as the player starts penetrating collision geometry and fade back in if they are in a valid position, but… that means a locked door isn’t actually a barrier which blocks passage, because players can just phase right through it, fade to black and fade back in once they’re in a valid position again on the other side of the locked door.
Is anyone else handling this? What techniques are you using? Care to share implementation details?