Closed MephestoKhaan closed 3 years ago
I tried something similar converting the targetCoords
to Vector3 with the CameraAPI
and I see similar results.
Hi MephestoKhaan,
Thanks for trying WRLD, and thanks very much for the issue report.
We're investigating some issues to do with applying Unity transforms to our maps at the moment. We'll update this issue with more information when we can, but in the meantime, I'd suggest leaving the maps unscaled as a workaround, if that's possible for you.
I hope this helps, best of luck with your project.
Kind regards,
John
Thanks! Impossible at the moment sadly as I am using for AR purposes and really need it scaled. Do you have an ETA?
On 23 May 2018 at 09:35, johnbell84 notifications@github.com wrote:
Hi MephestoKhaan,
Thanks for trying WRLD, and thanks very much for the issue report.
We're investigating some issues to do with applying Unity transforms to our maps at the moment. We'll update this issue with more information when we can, but in the meantime, I'd suggest leaving the maps unscaled as a workaround, if that's possible for you.
I hope this helps, best of luck with your project.
Kind regards,
John
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@MephestoKhaan You could try turning on the terrain collision and cast a sphere: https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html
Believe this is now resolved in release v0.8
I think the "distance" calculations are not working when the map is scaled. If I mesure the distance from the camera to the center of the map I get a value X, but if I get the distance from the camera to something that is actually closer but not centered, the distance is sometimes higher.
I am doing this
And if I scroll manually, without centering the map, to
targetCoords
until I am sure I am at < jumpDistanceThreshold and then run this code the distance is huge