- In simulation, the geometry of my content or the environment appears jagged or jumpy. The content layout is correct, but the geometry itself appears broken or inconsistent.
You are having this problem while or after adjusting the MARS Session World Scale setting to a very large or very small scale.
World scale can cause rendering artifacts in the simulated environment as the scale moves further away from 1.
This can cause shadows to appear cut off in the simulation environment. You may have to adjust your world scale to a less extreme value.
The World Scale feature in MARS works not by scaling the user content larger or smaller, but rather by moving the camera closer or further from the content, adjusting camera tracking to match. This is an existing technique in AR development, which MARS has provided an automated method to recreate.
The purpose of this technique is that physically consistent systems (lighting, physics, particles, and others) assume a 1:1 scale between Unity units and real-world units, and these systems do not react to scale.
By moving the camera instead, MARS is able to achieve the visual result of scaled content, while retaining correct behavior of these physical systems.
Shadow distance, camera near and far clipping planes, and other properties are also scaled to reflect the setting.
The rendering artifacts described in this issue are the result of floating point precision issues at very large or very small “scales” (distances).
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