Closed NilsBernatzki closed 3 years ago
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?
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:
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.