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Question by miwwes · Jul 29, 2019 at 04:45 PM · vrsteamvirtualrealistic

How to stop seeing through a wall in VR?

I have a scene where I can teleport to anywhere on the terrain. Including vertical walls. When I teleport to another ground location, my camera is off the ground so I won't be able to look through the ground. When I teleport to the wall, my camera sits exactly at the wall so I can see the terrain and inside the building. Any ideas?

  • I've tried my putting my near view clipping at 0.01

  • I've tried to set a box / sphere collider on it with a rigid body and my terrain has a mesh collider

  • It might be I need to add a lerp function?

    private void TryTeleport() { if(!m_HasPosition || m_IsTeleporting) { return; } Transform cameraRig = SteamVR_Render.Top().origin; Vector3 headPosition = SteamVR_Render.Top().head.position;

           Vector3 groundPosition = new Vector3(headPosition.x, m_Pointer.transform.position.y, headPosition.z);
             Vector3 translateVector = (m_Pointer.transform.position - groundPosition);
     
             StartCoroutine(MoveRig(cameraRig, translateVector));
         }
     
         private IEnumerator MoveRig(Transform cameraRig, Vector3 translation)
         {
             SteamVR_Fade.Start(Color.black, m_FadeTime, true);
     
             yield return new WaitForSeconds(m_FadeTime);
             cameraRig.position += translation;
     
             SteamVR_Fade.Start(Color.clear, m_FadeTime, true);
     
             m_IsTeleporting = false;
         }
     
     
    
    
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avatar image vrod2000 · Jul 16, 2020 at 06:42 PM 0
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Did you find a solution that works? I have a similar issue too. Not nice being able to teleport to the side of a wall. They should be better than that.

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