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Raycasting is incorrect in mobile AR #88

@RSpace

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@RSpace

I posted this issue as a question on Stack Overflow as I was unsure of whether it was a bug in this polyfill, three.xr.js or aframe-xr:

https://stackoverflow.com/questions/49009873/why-is-raycast-direction-calculated-incorrectly-in-webxr

However, the recent pointer with SITTING_EYE_HEIGHT and the fact that changing this constant to 0 goes some way to fix the raycasting issue has led me to believe that this is an issue that should be fixed in this polyfill.

What is the rationale for having a fixed eye height, as was introduced (or refactored) in this commit: 2a6b4e0

Why would the raycast direction still be off on the x-axis when setting SITTING_EYE_HEIGHT to 0?

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