How to make OVRPlayerController work with a collider with a shape of my choice?
Hello, In my project the player is mounted on a boat, so the collider with the shape of a vertical capsule does not conform to the shape of the boat and therefore does not stop on the walls and overlaps them until the capsule collides with the wall, leaving half a boat inside the wall. How can I make it work with the collider of my choice?679Views0likes0CommentsCollider not triggered
I already used collision triggers in that project, but That collider won't trigger at all. I can't figure it out since everything looks fine. The player object has kinematic Rigidbody and collider not set as trigger, and is set to "Player" layer. The cube object has no rigidbody but a collider set as trigger, and is set to "Interaction" layer. "Player" layer and "Interaction" layer are set to interact with each other in Physics settings.1KViews0likes1CommentOVROverlay cylinder mesh collider (How to generate it)
Hello, Is it possible to generate a mesh collider to the texture mesh rendered by OVROverlay (shape Cylinder // underlay -> underlay Imposter)? I made a curved collider in Blender that roughly matches the Overlay shape, but aligning them is a nightmare and will never be 100%. What we really want is a mesh collider to be generated based on the OVROverlay texture mesh. Is this possible or are we doomed to use and align a separate collider object? I was looking at the .sharedMesh() but it doesn't seem to work here. I browsed through the OVROVerlay script, but "mesh" is not mentioned in the code. So I have no idea how the texture is actually being rendered. Also, the transform of the OVROverlay cylinder is really following the rules, I set a Gizmo box to show the transform boundries, but the OVROVerlay Cylinder is actually being rendered outside of that. Which seems quite strange to me. Hopefully someone can share their experiences with this. All the best, Jesper1.1KViews0likes1Comment