Remove aggregate.body.disableSync from XR Controllers#18001
Remove aggregate.body.disableSync from XR Controllers#18001sebavan merged 1 commit intoBabylonJS:masterfrom
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Pull request overview
Removes the disableSync optimization from v2 physics bodies created for XR controllers to restore correct behavior on real XR devices (where disabling sync caused breakage).
Changes:
- Removed
aggregate.body.disableSync = truewhen creating controller physics aggregates (v2). - Kept controller bodies as
PhysicsMotionType.ANIMATED, allowing normal sync behavior to proceed.
sebavan
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LGTM but I ll let @RaananW or @CedricGuillemet validate.
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RaananW
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LGTM, waiting for @CedricGuillemet
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Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/18001/merge/index.html#WGZLGJ#4600 Links to test your changes to core in the published versions of the Babylon tools (does not contain changes you made to the tools themselves): https://playground.babylonjs.com/?snapshot=refs/pull/18001/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/18001/merge#BCU1XR#0 If you made changes to the sandbox or playground in this PR, additional comments will be generated soon containing links to the dev versions of those tools. |
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WebGL2 visualization test reporter: |
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Visualization tests for WebGPU |
Removes
It was introduced in an attempt to improve performance. It works well on emulators but break on real devices.
Can be tested in this playground: https://playground.babylonjs.com/#YN4F0X#1
CC: @docEdub