Comments (2)
Relevant WebXR standard appears to be this one.
https://immersive-web.github.io/real-world-meshing/
Don't know if this is supported on Quest 3 yet.
Some related work:
https://twitter.com/JRHarron/status/1715762626070757885?t=wMMdpXa1FBxKOnQmBHskEg&s=19
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Thanks for the suggestion.
Physics for arbitrary meshes (especially non-convex ones) is hard to do in a performant way. For physics engines without CCD, it's also hard to prevent tunnelling by adding depth (as xr-room-physics does with planes).
From a quick search, I can't find much documentation explaining how non-plane meshes are exposed via the WebXR APIs.
The WebXR repo has this section on real-world geometry, which has a lot of content on XRPlanes, but very little on non-plane Meshes. Are these even supported in WebXR at this time?
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