Wall on oculus
hi. First, it says that my idea can be wrong. As a basic assumption, I think that a translucent wall is created in the room scale implemented by the Oculus sensor. I want to implement an object that moves to the object position of the collided monster and ground tag when racecast. However, it is well implemented on very close objects, but it does not apply to objects outside of the distance, especially on the surface of the wall on the oculus. If I think so, I think that the walls implemented with Oculus room scale are also caused by the collisions in the racast. To solve this, I would like to ask how to make sure that the wall space does not collide. Help..
