Scaling UP OVR \ FPS camera loses shadows
Hi,
I think its a unity thing but i still cant figure it out.
in my game Car Car Crash first iteration, I have the player 1:1 size, the cars and objects were miniaturized. This has some real problems on the physics side, triggering on very small colliders and other issues.
So now I am trying the opposite. I want to keep the world 1:1 size but increase the player to 20x scale. I guess this is like lukcys tale, but Iv not seen that game.
anyway, when I scale the OVR player from the utilities, or even the unity built in FPS player I lose shadows casting from the cars onto the road if I scale the player over 1.05. I have the same problem if the OVR \ FPS player is a child of an empty object and I scale the parent object.
Oh, and if I turn off VR support, the shadows come back.
New project, started from scratch.
Unity 5.1.1.p3
Oculus runtime: 0.6.0.1
Any thoughts?
Am I doing it wrong? Is there a better way to get that effect without scaling the player?
I think its a unity thing but i still cant figure it out.
in my game Car Car Crash first iteration, I have the player 1:1 size, the cars and objects were miniaturized. This has some real problems on the physics side, triggering on very small colliders and other issues.
So now I am trying the opposite. I want to keep the world 1:1 size but increase the player to 20x scale. I guess this is like lukcys tale, but Iv not seen that game.
anyway, when I scale the OVR player from the utilities, or even the unity built in FPS player I lose shadows casting from the cars onto the road if I scale the player over 1.05. I have the same problem if the OVR \ FPS player is a child of an empty object and I scale the parent object.
Oh, and if I turn off VR support, the shadows come back.
New project, started from scratch.
Unity 5.1.1.p3
Oculus runtime: 0.6.0.1
Any thoughts?
Am I doing it wrong? Is there a better way to get that effect without scaling the player?
