Presence Platform showcase demonstrating usage of Scene, Passthrough, Interaction, Voice, and Spatializer. The Oculus SDK and other supporting material is subject to the Oculus proprietary license. Multiple licenses may apply.
I had an issue where the generated occluders/colliders for some furniture types were randomly placed too high (e.g. the desk in the "Bedroom" scene in the Meta XR Simulator).
I think the issue is caused by the geometry definition sometimes containing a negative height. I also think I fixed this by replacing the line
localScale = new Vector3(dimensions.x, dimensions.y, height);
by
localScale = new Vector3(dimensions.x, dimensions.y, Mathf.Abs(height));
in the method GetVolumeFromTopPlane in VolumeAndPlaneSwitcher.cs.
I had an issue where the generated occluders/colliders for some furniture types were randomly placed too high (e.g. the desk in the "Bedroom" scene in the Meta XR Simulator). I think the issue is caused by the geometry definition sometimes containing a negative height. I also think I fixed this by replacing the line
localScale = new Vector3(dimensions.x, dimensions.y, height);
bylocalScale = new Vector3(dimensions.x, dimensions.y, Mathf.Abs(height));
in the method GetVolumeFromTopPlane in VolumeAndPlaneSwitcher.cs.