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Collisions

This may have been asked before but not for any recent topics that I could see; or an actual relevant solution.

We have an app where the user leaves the camera static and moves markers, those markers do things in the scenes. The problem is that it needs to be in an environment with collisions; so its basically headset-less VR type of thing. 

We had one developer create a scenario that worked; for a very specific model and very specific collision setup. That is a problem with a new model. A bit of info on how it was done:

VisibleMarker moves/rotates as the DummyMarker(vuforia) does

DummyMarker moves freely, some gameobjects look at the dummy marker, then with their new direction they cast rays and hit a bounded area so it knows a 'point' in which to sit.

DummyMarker goes through an object with trigger collisions. VisibleMarker is now set to the position of the ray hit. 

The way it was done isn't the best. It also means that the models need to be done by the same artist in order to properly manage that system. The raycast stuff is reliant on the same "plane", since the game objects that look at the dummy sit on a plane that moves up/down and forward/back, not left/right. So as you could imagine it works for single alley movement, but a new model introduces 4 alleys of movement.

I need to delete this system and make one thats better. Anyone got anything that would work for this? Even VR samples would be helpful.