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Collision- A temporary solution

Hi Guys!

We are having some problems with the collisions in the tours.

(I hope i am missing a very simple setting and having all these issues)

The main problem is; people who are testing the tours can find some spaces/holes to be out of tour or to stuck.

As far as i experienced, the collision works automatically on the objects which are higher than the camera. By this logic, its blocking the camera from the walls, doors which are closed, the windows (sometimes there can be bugs via double side though). But its not working with lower walls, furnitures or other objects which are not too much high…

Also the collision may cause some problems in vr mode like this screenshot

One of our client managed to get his camera inside gap visible in these blinds and could not come out.

So; We have found a solution for this kind of issues for now. We are adding some blocker mesh to the areas which we dont want the camera to go trough…

The opacity value is 0 for this object. And the custom lightmap resolution is 1 (We had to make it 0 actually)

For now, we are able to block the camera to go inside a picture which is hanged on the wall. Or go inside the chairs etc…
But there are some dis-advantages of this;

  • The tour experiment is being harder as there are a lot of collisions and the path which we can use is narrower.
    -These blockers added +2 hours to the bake time (it may be because of custom lightmap resolution was “1”, we didnt have a chance to test it with “0” yet)

Edit: Tried with “0” its not changing the bake time
-We are not able to place the material pickers properly anymore. Because the blockers also block the pickers and placement has to be somewhere out of the blockers

I think the collision rules has to be changed. It can be a collision sphere object around the camera. That way the vr experience could be smoother and going trough the objects will be avoided?

You are right, currently the collision detection casts a single ray from the camera position and finds if this single ray intersects any geometry.

It seems like a good improvement to change this approach and cast several rays that come from a sphere that surrounds a camera (with maybe about 10 cm diameter).

I’m not sure if changing this approach further to block the camera from going above low furniture and low walls is a good generic approach. It will make navigating spaces harder, specially for users that are not experienced with 3D applications going around chairs and sofas may not be an easy task.

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