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Walkable "Floor plan" a little more strict than from Spoke #31
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Or alternatively when I run into this problem in Hubs i use the |
Found a workaround, so low priority -- i can double-click to portal ahead quickly. |
Noting the key commands are a little sticky - when i portal ahead, maybe if I haven't released AWDS keys, they get stuck, but pressing them again unsticks them. No big deal but in case others encounter this. TY! |
Please note that some features may not be 100% the same than on hubs because I'm using community maintained aframe components as much as possible. You can click (not double click) on the floor to move, it's using aframe-cursor-teleport. Currently the navmesh is using Ada's simple-navmesh-constraint, as in the name, it's simple :D You can add any shortcut you want in the shortcuts component I wrote in the example that toggle the waypoints with space. if (evt.code === "KeyG") {
this.cameraRig = document.querySelector("#rig");
if (this.cameraRig.getAttribute("movement-controls").fly) {
this.cameraRig.setAttribute("movement-controls", "fly", false);
if (this.cameraRig.hasAttribute("simple-navmesh-constraint")) {
this.cameraRig.setAttribute("simple-navmesh-constraint", "enabled", true);
}
} else {
this.cameraRig.setAttribute("movement-controls", "fly", true);
if (this.cameraRig.hasAttribute("simple-navmesh-constraint")) {
this.cameraRig.setAttribute("simple-navmesh-constraint", "enabled", false);
}
}
} |
I added the g shortcut in 9297b34 |
Thank you!!! |
I booted up a scene and found that the clearances for walkable floor were a bit more strict - possibly because the "avatar" is larger? Is there a way to relax these? (lol i didn't fit through a doorway).
Thank you!
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