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Colliders and Positional Tracking on Oculus Quest.
I'm doing the porting on Quest (from an Oculus Go project).
My game is based on free locomotion (a sort of walking inside a labyrinth).
So my player is surrounded by ‘wall’ colliders.
Now, there was no problem with the Oculus Go, because it was 3DOF,
but with the Quest, if I move myself inside the user play area (using my own feet and not through the controller)
, the consequence is that the player moves through walls…
Is there a way to disable just the positional tracking in Unity?
Thanks a lot!