UR 5.3.2 VR, Quest 2 - VR player floating above floor, teleport issues and narrow paths

Still a noob. I am working on a VR level where no matter what I do I float above the floor.
If I move the floor up the offset seems to move with it. I have checked that the vr or player pawn do not have an offset from zero. The player pawn is sitting on the floor just enough to avoid “bad size” flag. I am going back to the demo/startup VR scene to look around for anything I may have changed somewhere.

Also I checked the calibration on the Qest2 so long as its room scale and I touch the floor the boundary seems to be on the floor. Stationary looks like its higher in the air. So only using room scale.

There is also a problem with teleporting. I have clean simple collision mesh but on some objects I can only teleport to certain spots on it with no apparent cause. Even though the collision mesh and navmesh show coverage.

I was unable to move into narrow areas and ended up modifying the navemesh setttings which seems to have helped with that but its hit or miss but mostly seems to work. I never found anything outside of ppl saying you have to switch your world scale to meters but the navmesh noodling seems to of helped there. Is that correct? The navmesh is valid for non-ai players? I was under the impression it was for Ai agents.

Figured this one out from an old 4.1 thread. Had to make the VRpawn capsule tiny. I appears to cause some offset.

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