Virtual Cockpit VR mouse clickspot misaligned (especially on overhead)

Version: Any 2020 / 2024 version (aircraft interior gltf is built using 2020 exporter).

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Bug description:** As our dev team is primarily NON-VR users (only one of us has VR goggles and they sit mostly unused) it took awhile for us to notice this issue and we did only after a couple customers reported it, but… for them, it renders the sim unplayable really.

In essence, what we’ve noticed is that in VR mode, the controller clickspots (especially on the overhead panel) in the aircraft stop a few centimeters in front of the actual buttons / knobs they’re supposed to click, so the user can’t actually hit them unless moving the virtual “hand” very very close to the panel itself - the beam pointer stops a few centimeters before the actual click spot in most cases.

I am not quite sure how to showcase this with a screenshot, but hopefully the Asobo dev team might have an idea how to guide us for a more complete report or a repro case.

Hello,

Which game version are you using (SU3 or SU4 flighting)?
Which aircraft is affected by this behavior ?

Regards,
Boris

Hi @Boris ,

it happens on both SU3 and SU4 flighting.

I’ll send you a DM with details…

Thank you for responding on this!

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Hello @simfan
I’m tagging the topic as obsolete as we didn’t hear from you since our last PM.
Feel free to ping me via PM with a working repro package to test.

Regards,
Boris

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Hi @Boris

one of our testers actually found what the problem was!

The collision mesh used for our interior model caused this issue. Removing it altogether fixed it all.

I am wondering why a collision mesh would react with mouse cursor clickspot positioning in VR however… any ideas?

Hi @simfan ,

Thanks for the feedback !
Collision meshes are used in VR to detect mouse interactions where it’s needed. I think that is why you were seeing this behavior.

A wrongly placed colission mesh could cause this.
Regards,
Boris

Hi @Boris

that makes total sense, thanks.

Can the PANEL_COLLISION mesh be a for LOD0 or does it absolutely have to be part of the interior playable LOD0 gltf itself?

You’re welcome :wink:

From the documentation it must be exported with the interior playable LOD (usually LOD0)
I think the da62 sdk .max or .blender will give you a good example of how it should be.

Regards,
Boris