This question is really for @dave, @max, or others that worked on the WebVR Lab project. I’ve been examining that project and I noticed that the VR intersection objects (floors, walls, etc.) were constructed using boxes scaled to 0.001 on one axis–essentially taking the shape of a plane.
I’m just wondering why? It seems like planes would be more performant, but I’m sure there’s a reason that you’re using boxes. Do planes have a problem calculating correctly?