
serpe.massimoJan 16, 2024 at 8:44 AM
currently it's a bit limited and I don't know whether to keep it or not depends on what kind of development it does in the future.
for example, it doesn't take real furniture into account, so objects like a ball don't bounce off a sofa but pass through it.
there are no shadows although I admit they are a bit difficult for the standalone quest, but with the quest3 it would be possible.
any virtual furniture is very difficult to apply because it needs to be positioned with great precision and once positioned it only takes a moment and you accidentally reposition it.
and this is very frustrating.
virtual furniture does not take into account collisions with walls or collisions with the floor.
a possible future development would be to be able to have a vast quantity of even unusual objects that you can put in your room that replace real objects and real furniture.
for example, although it would be nice to have virtual beds to apply on the real bed, it would be equally nice to have objects of the same size but completely different.
objects must have physics and weight, many objects have no gravity.
there must be collisions on objects and hand tracking with collisions and hand physics, like the handpsytic lab
at that point the app would be interesting
Oh, and the mechanism for zooming in and out on objects currently doesn't work
the current value is three and a half stars, I don't feel like giving three stars so I give 4 stars.
hoping that there will be improvements soon so that I can keep it and not return it
Developer responseJan 16, 2024 at 9:32 AM
Thank you for your purchase and your concerns are heard. We wanted to make the game as dynamic as possible without overcomplicating the mechanics. We agree that players should be allowed to scale objects freely, and we are actively deciding what would be the most natural and user friendly way to do so.
In regards to balls falling through sofa, we made sure to add collisions to furniture that have been set up through Meta's play space setup. If the collision still does not work after the play space setup, please leave us a comment through the feedback system. We will appreciate it.
As for many of the objects not having gravity or collision detection, we wanted to balance playability with performance. While we can optimize performance of the colliders even further and these solutions are ready to be deployed, simply having them on by default will make most users experience a performance hit. Going back to not overcomplicating the mechanics, this would increase the need for more toggle-able options. However, this is one of our top priorities as we agree that it would be nice to have options to turn on collision for static objects.
Thank you again for your purchase, and we hope that you get to see our continuing evolution.