Mesh are not showing when ReferenceSpace is set to local-floor
I'm trying to use an XR Session with referenceSpace set to 'local-floor' (default value). But it seems that all of my mesh are only showing with a referenceSpace of 'local', but then my AR session is setting ground level to the current height of the phone when the sessions is created.
Am I doing something wrong ?
Do I need to add a function that use useHitTest, get the results and then update the current MatrixProjection from those results to set the current level floor ?
I feel that I'm not getting "the full picture" of the problem and maybe need some additional knowledge. If so, I'm sorry !
Thanks in advance,
EDIT: I just realized that I'm getting an error as the local-floor reference space is not supported for the session. Any ideas ?
Enter VR works, but after quit the VR scene, Exit VR button does not work.
onMove of Interaction is a really good feature, but state update is not working inside this function. In the earlier version, state update was working properly, just there was no onMove method, so I had to find the intersection point in useFrame with hoverState while controllers moving.
We've been building a VR game with @react-three/vr which is an absolute blast.
We have found some issues where GSAP and framer-motion-3d don't work.
That may be because they use requestAnimationFrame, but we're not sure.
Does anyone know why this doesn't work and can we help to fix this? :)
Interactive component high CPU usage when wrapping large models
When wrapping large/ complex models in the very useful Interactive component the CPU usage increases a lot. This causes stuttering in VR headsets and laptop fans to go crazy. This doesn't happen with simple models.
After clicking the Enter VR button, Chrome taskmanager indicates that the tab is using around 20% CPU.
Hovering over the simple cube wrapped with an interactive component increases the CPU usage to ~25%.
Hovering over the complex cube wrapped with an interactive component increases the CPU usage to ~90%.
There's also https://github.com/pmndrs/drei#meshbounds by the way. I'm closing this for now since I'm not sure about simple cube cpu consumption (if you have a repro however I'm willing to investigate) and I'm not sure if anything can be done on the react-xr side to prevent cpu consumption with complex objects