![]() ![]() As Kurtis pointed out, the hand joints are already corrected by the Playspace transform. MRTK mostly deals with this correctly already. Plus then every application needs to deal with it, rather than it being dealt with once. ![]() It's no simpler if pushed out of MRTK and onto the application's domain, in fact it's even more difficult. By the time it gets to you, there's not much china left to examine.īut more to the point, real world applications (and WLT) need this capability. Intuitively, when you want a closer look at the china cabinet, instead of moving yourself to the china cabinet, you have to grab the china cabinet and pull it to you. Next, it means that you can't have arbitrary objects as root nodes in the scene, you only get one root node. Multiple scenes can't be loaded onto a single node. Moving everything in the scene instead of moving the camera seems attractive when you are only responsible for the camera and want to make it someone else's problem, but in addition to the obvious downside, it has more subtle issues.įirst, imposing a restriction that everything in the scene must be attached to a single node breaks your additive scene loading. ![]() The transform I actually modify is the parent of the Playspace. The camera and the Playspace transforms are modified by the SDK and MRTK respectively. It is easy to forget how useful that is when working with small demos, but on a full blown application, it is essential to be able to move the user relative to the virtual scenery. First, the whole point of the Playspace node is to move the camera relative to the scene. Related to I will reiterate here a couple of things. Target platform (please complete the following information) MRTK Version: mrtk_development branch as of April 21, 2020.Unity Version: 2019.3.3f1 (but using legacy XR).Your setup (please complete the following information) I've highlighted with arrows the incorrect shells in orange, and the correct skeleton with green arrows. Shell of your hands should match your hand positions, like the skeletal display does. See the shell of your hands forward and right.While holding your hands in front of you, look forward and right.Note sphere is farther ahead and to your right, as expected.Change Playspace transform position to (-1, 0, -1).Look at your hands, they display correctly.On startup, sphere is directly in front of you.The hand skeleton displays in the correct location, but the hands' shells are displaced away from the users hands. When the Playspace (or another transform ancestor of the camera further up the chain) has a non-identity transform, the articulated hands display incorrectly (HL2 only). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |