Hi guys, I am building a VR game and I came across an issue during the development.
if the player is high and has big arms the bone structure will not fit it and the in-game character will be in “full reach” while in real life the player will be able to continue to advance their hand. I’m looking for a best practice to increase the length of the bones in run-time.
While I thought about changing the scale of the armature, although I know it isn’t good for overall performance - there is still an issue - I can scale based on X Y Z dimensions, and if the player moves the hand from facing down to facing forward the hand will now become “fatter” instead of lengthier. I guess I could programmatically see where the hand is facing and based on that scale the right dimension, but it won’t work in a case where the player moves the hand anywhere in between two dimensions.