I am building a first person shooter for gear vr, that allows freedom of movement with the touchpad on the controller. Everything is looking awesome so far but i would like to avoid future headaches at submission, so I am exploring 2 options for the issue of the weapons... as there is freedom of movement, strange things happen when you move close to walls or other objects. As i see it i have 2 options both with a unique set of problems.
Option 1: (my favorite so far) 2 cameras, 1 to render the gun and ammo counter, drawn on top. Is this allowed? I read in the documentation that apps will be rejected if there is obvious z-fighting, and with this option the gun has no collider and can technically at times be behind a wall but drawn on top.
I would much prefer to use this solution, but will the z fighting be an issue, and is a HUD camera allowed? so far it does not seem to affect performance.
Option 2: Mesh colider on my weapon: Definitely no z fighting here, but with the freedom of movement i feel game play is clunky, as if you are close to a wall, rotating the controller will "push" the player away from the wall, and even worse rotating a larger weapon towards the floor will push the player up.
Thoughts? anybody run into similar issues? would love to hear from occulus staff about The z fighting issue! Thanks!