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Reply to Detecting collisions between fingertip and world mesh
I found the solution here. You need to allow static entities (i.e. the world mesh) to trigger collisions with kinematic entities (i.e. the fingertip entity). You do this by adding a physics simulation component to a parent entity (i.e. the root entity of your scene) and setting the appropriate collision option. var physicsSim = PhysicsSimulationComponent() physicsSim.collisionOptions.insert(.reportKinematicVsStatic) contentEntity.components.set(physicsSim)
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