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Physics for arbitrary meshes (especially non-convex ones) is hard to do in a performant way. For physics engines without CCD, it's also hard to prevent tunnelling by adding depth (as xr-room-physics does with planes).
From a quick search, I can't find much documentation explaining how non-plane meshes are exposed via the WebXR APIs.
The WebXR repo has this section on real-world geometry, which has a lot of content on XRPlanes, but very little on non-plane Meshes. Are these even supported in WebXR at this time?
The
xr-room-physics
component is very helpful. It would be nice to add mesh detection (available on Quest 3) to it.The text was updated successfully, but these errors were encountered: