Hi @moka,
that’s what I was thinking.
Since we obviously cannot change meta’s behavior, can you please link me an example where an XR session is carried between scenes?
What happens in out project is that the XR session starts correctly when the proper button is pressed but when the scene changes the camera seems to “lose” the XR mode so we have the world rotating along with head movement.
To change the scene we use these snippets:
var rootChildren = this.app.root.children;
for(let i = 0; i < rootChildren.length; i++) {
if(rootChildren[i].name !== 'CameraOffset') { //same problem without this filter
rootChildren[i--].destroy();
}
}
As long as the camera is not destroyed / new one created, the XR should not be interrupted I think. XR does not care if you remove / load some new meshes only.
Hi,
I’m attaching two pictures of what’s the result I see in the headset.
The first one is the main scene once XR is activated, the second one is how the camera looks after the new scene is loaded with the script I posted before. It seems that each half is locked on its “partial view” and rotates with the head.