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Question by Eco-Editor · Jun 06, 2017 at 08:43 PM · cameracollidervrsteamphisics

steamVR cameraRig components and physics.

Hello,

I've been developing a simulation with a user that is colliding with objects on the floor and set triggers, just by stepping on them. With a first person controller I used box collider set as trigger and it worked. Now in VR, using steamVR for HTC Vive, I have a cameraRig, and my user is now walking freely in the assigned area. This is changing my physics relations, because now the scripts and the box collider are left idle with the "parent" cameraRig, as the cameraEyes (cameraHead+cameraEars) moving.

To solve this, I've placed all the relevant components from the cameraRig (the parent) on the cameraEyes. It seems like a fast fix but not sure a good one. Please let me know how would you approach this, as I already have a problem with the transform of the box collider, it's not touching the floor (for the obvious reasons... it's at eye position).

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