ExtendRealityLtd / Tilia.CameraRigs.UnityXR

A camera rig prefab utilizing the legacy XR management system for the Unity software

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Physics system no longer detecting collisions

NilsBernatzki opened this issue · comments

Unity 2020.1.7f1
OpenVR XR Plugin 1.0.1
SteamVR Plugin 2.6.1
HTC Vive

Tilia CameraRigs UnityXR 1.4.0

Once the CameraRigs.UnityXR prefab is in the scene to track VR devices, the unity physics system is behaving strange in my project.

Reproduce:

  1. Create a new Scene in Unity 2020.1.7f1 with newest OpenVR & SteamVR packages installed for Vive to work properly.
  2. Create a ground object that has a non-trigger collider and scale it in x and z direction as far as you like.
  3. Create a cube for testing a collision that has a non-trigger collider and a rigidbody with gravity activated.
  4. Place the cube a bit higher than the ground so it will drop on it.
  5. Place a CameraRig.UnityXR prefab in the scene hierarchy.
  6. Deactivate the default MainCamera gameObject because there are two audiolisteners in the scene now.
  7. Hit Play.

Expected Behaviour:
The Headset and Controllers are tracked correctly but with no visual representations. The Cube falls down to the ground.

Actual Behaviour:
The Headset and Controllers are tracked correctly but with no visual representation. The Cube falls through the ground with insane speed (ca. -5000 units in the first frame of falling) after a few seconds just standing in the air.

Did some testing with different CameraRigs.

The issue does NOT occur with the desfault SteamVR [CameraRig] prefab.
The issue does NOT occur with the XR Rig of the Unity XR Interaction Toolkit 0.9.4

Physics only breaks with the Tilia CameraRigs.UnityXR prefab as the active camera rig in the scene.

Fixed by setting "Lock Physics Update Rate to Render Frequency" to FALSE in UnityXRConfigurator component in the inspector...
Took my hours to get this, although it was that obvious. Why do I have that much trouble with this, while it is enabled by default and nobody else noticed?