Nikita Zaytsev
Nikita Zaytsev
I guess this issue is still relevant.
We still plan to implement it in future.
Hi! Take a look at how picking is implemented in SceneView and implement it yourself in Sceneform. https://github.com/SceneView/sceneview-android/blob/main/sceneview/src/main/java/io/github/sceneview/SceneView.kt#L603
Dynamic resolution is enabled in the `Renderer`: https://github.com/SceneView/sceneview-android/blob/00a08e648773e27f6ae8be514e3be74129e0247d/sceneview/src/main/java/com/google/ar/sceneform/rendering/Renderer.java#L640
This issue is still relevant. We'll probably integrate the changes into the future releases.
Yes, we should adjust the scale of the renderable not the node.
Hi! It isn't a simple question. You should experiment with occlusion materials and rendering priority if you want the white shell to be invisible but hide objects inside it.
See how this is done for augmented faces: https://github.com/SceneView/sceneform-android/blob/master/ux/src/main/java/com/google/ar/sceneform/ux/AugmentedFaceNode.java#L243 I'm not sure if it is possible to achieve in glTF.
I haven't. It is just a similar functionality of hiding other objects with an invisible face mesh :sweat_smile:
I actually haven't used any special code in the `onDestroy` method and haven't encountered this problem.