hola! I think there OVRplayercontroller would be the way, but when I walk around (moving in real space) with my vr headset, and reach a border of a mesh, I don’t fall down, like OVRplayercontroller doesn’t really follow me while walking in realworld.
Any tips to make this work?
Thanks a lot in advance!
Anyone can help with this? I swear I have checked all posts, tutorials and AI resources and suggestions… I just don’t find a simple way to implement this.
After two years, I also encountered this issue.
If anyone have quesiton about the gravity setting in the new Meta SDK locomotion:
The gravity is handled by PlayerController; go to the locomotion Example and search for this game object; then you will find it contains Character Controller.
In the inspector, you will see a LayerMask option. The CharactorController will detect whether there is a ground within the layer mask. If yes, it will enable gravity. Otherwise, it will turn into kinematic.
The ground could not be found below the locomotor for {_maxStartGroundDistance} meters. Velocity will be disabled.",
howToFix: $“A) Add a ground collider under the character controller and/or adjust the {nameof(CharacterController)}.{nameof(CharacterController.LayerMask)}.\n” +
$“B) Set {nameof(_velocityDisabled)} to disable movement and prevent falling without showing this warning.\n” +
$"C) Set {nameof(_maxStartGroundDistance)} to 0 to disable this behaviour.\n