Hello, I am trying to create a VR / MR application where the user can touch and rotate a globe or zoom in to see the higher resolution tiles. Currently the issue I’m facing is with properly transforming and manipulating the tileset.
By directly transforming the 3D tiles as a gameobject, I’m able to achieve the desired globe spinning behavior, but the georeferenced coordinates do not update this way. So the rendered location remains the same, and zooming in by scaling the georeference results in terrain loading in sideways.
So I instead tried to feed these physical interactions into the CameraController. I was able to see some success by directly transforming the DynamicCamera object or using the Move() function at runtime, but these actions resulted in the height value increasing with each movement and the globe moving downwards off-screen uncontrollably. Manually resetting the Globe Anchor height via the inspector brings it back into view, but persistently resetting it via a custom script breaks the movement interactions.
My question is: is there a way to manipulate the camera controller such that the height value remains constant? Alternatively, is there a simple way to adjust the latitude and longitude of the georeference to account for a transform in the tileset gameobject (perhaps a raycast)?
Handling touch / drag inputs isn’t a problem for now, I’m more concerned with how to properly manage and interact with the globe in general, starting within the editor. But any advice would be appreciated. Thanks.