Camera drift and character not spawning

Hi all! :waving_hand:

With the Real World Impact Challenge deadline behind us now, I thought I could chime in about some issues I had around my submission: Welcome to the Wave Organ

Overall, it works great and I was able to build most of it with the help of various sample projects from the library. I started with the Studio: Door Portal project as my foundation and built up from there. There are two major issues that I wanted to highlight that you may be able to help address.

• Both in my and friends’ testing of the experience, there was a consistent camera drift issue that caused it to look like it was tabletop scale rather than how large it is IRL. Within the first minute, it loses tracking and scaling. The only reason I could see this potentially happening is that I’ve set up an empty null object below the camera for the penguin to follow with Follow Animation and that could potentially be pushing the camera into space?

• The other thing that’s happening half the time is my penguin won’t spawn at all at the start and I suspect he’s falling through the floor but can’t be sure as I’ve set up both an invisible static collider as the ground and also a dynamic collider for the character. Is there a reason this could be happening?

I made sure to invite you to my workspace and here’s video of how it looks when things are running smooth as butter: https://youtu.be/n8EJbfFVL4c?si=JOtKIvODN5SFTyGH

Thank you so much for your support and patience!

Hi!

The first sounds a lot like world tracking where there’s not enough detail captured by the camera.

The second I would recommend logging the penguins position in tick to see if it’s falling or something else is causing the issue.

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Hi George!

Thanks for responding to Operation Penguin Rescue :slight_smile: Ah, so those are both super intriguing points.

What would your suggestion be for adding more detail for a stable camera? Would adding another invisible collider box around the area be helpful? I also noticed that the camera doesn’t pick up the skybox gradient and I made sure the tick the box for it where the splat was concerned.

As for logging Jimmy the Penguin’s position, I’m not sure how to do that. My ultimate goal would be to figure out how to create some kind of character controller that would be more responsive to the viewer depending on the hotspot but that’s a whole other topic :sweat_smile:

I’m not sure if adding another collider would help, the tracking is computer vision based and it works best in areas with lots of visual detail.

For the skybox, does it work if you use an actual 3D model as the skybox?

in a custom component tick:

console.log(ecs.Position.get(world, component.eid))
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