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GVR Pointer Physics Raycaster distance
I'm using GVR SDK 1.70 in Unity 2017.1.0f3
I have a mostly functioning GVR game. However, colliders stop being triggered when they are moved away from the camera. If I check "Draw Debug Rays" on the GVR Pointer Physics Raycaster, it looks like the range of the raycaster is pretty limited.
Any suggestions on how I could increase the distance at which the raycaster checks for collisions?
Answer by pequodification · Sep 20, 2017 at 03:25 PM
For anyone else that runs into this problem, you can change the raycast distance by adjusting RETICLE_DISTANCE_MAX in GvrReticlePointer.cs
Answer by Caprani · Jan 31, 2018 at 07:35 AM
Has this changed since you posted this?
i cannot seem to find the value you have posted and the only things similiar in the script are
/// Minimum distance of the reticle (in meters).
public const float RETICLE_DISTANCE_MIN = 1000000f;
/// Maximum distance of the reticle (in meters).
public float maxReticleDistance = 1000000f;
neither seem to do anything even set very high as you see here
i'm encountering the same thing. changing the values shown above doesnt have any effect. any addl sugs/insight here?
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