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Yes he’s a rubbish dancer.
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I created a telekinetic, uhm, flyer.
Cough.
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This is a bit disappointing. Any #oculusquest rendering whizzes know why my depth buffer deteriorates this quickly when I move away from world center? Tree details start to z-fight pretty awkwardly after a decent stroll. Near/far are at a a modest 0.06/100.
There we go! Muuuuch smoover. Yay for spherecasts!
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Funky editor flythrough so you can see what’s happening.
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Small progress.
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I guess we can do walkaround inspections now.
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