unity in quest 3 using the ovr interaction samples.
But it seems imposible to achieve that smooth effect. My approach was to check the scale each x seconds, if its bigger it lerps his position in to another object. Then I use a collider in my camera to change the object position so it wont go trough my head. It kind of works but it looks awful. any ideas how to keep always the object surface in the plane1 position? It will be great to hear from others, im kind of stuck at this point.
Hello Kevin! I will try to ask them. My problem is not related with the seams but your comment its superhelpful anyways. Thanks a lot! I hope you have a nice day.