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fix(visionOS): position initial blocks at eye level instead of below eye level#4

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jeffmarcilliat merged 1 commit intomasterfrom
devin/1755978242-fix-block-eye-level-positioning
Aug 23, 2025
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fix(visionOS): position initial blocks at eye level instead of below eye level#4
jeffmarcilliat merged 1 commit intomasterfrom
devin/1755978242-fix-block-eye-level-positioning

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fix(visionOS): position initial blocks at eye level instead of below eye level

Summary

Fixed an issue where blockchain blocks were positioned too low when the VisionOS app launches. The blocks were initially positioned at Y = -0.1 meters (below eye level), causing users to have to look down to see them. This change repositions the blocks to start at Y = 1.6 meters, which aligns with the eye level reference already established in the app's ray casting functionality.

Key Change:

  • Modified baseY calculation in createBlockEntity() function from -0.1 to 1.6
  • Updated comment to reflect the change from "slightly below eye level" to "at eye level (1.6m)"
  • Maintains the same relative spacing between blocks (0.03m increment per block)

Review & Testing Checklist for Human

  • Critical: Test visual positioning in VisionOS simulator/device - Verify blocks now appear at comfortable eye level when app launches, not requiring users to look down
  • Verify spatial interactions still work - Test block selection, eye tracking, and gesture controls to ensure the 1.7m upward movement doesn't break functionality
  • Check visual consistency - Loading text is positioned at Y=1.0 while blocks are now at Y=1.6 - verify this doesn't create jarring visual inconsistencies
  • Test with different scenarios - If applicable, test with different user heights or immersion modes to ensure 1.6m works universally

Recommended Test Plan:

  1. Launch the app in VisionOS simulator
  2. Verify blocks appear at natural eye level without needing to look down
  3. Test block selection by tapping/gazing at blocks
  4. Test drag and depth controls to ensure positioning logic still works correctly

Diagram

%%{ init : { "theme" : "default" }}%%
graph TD
    BCHIV["visionOS/MempoolVisionOS/Views/<br/>BlockchainImmersiveView.swift"]:::major-edit
    CBE["createBlockEntity()<br/>function"]:::major-edit
    RC["performRayCastingForGaze()<br/>function"]:::context
    LT["Loading Text<br/>(Y = 1.0)"]:::context
    
    BCHIV --> CBE
    BCHIV --> RC
    BCHIV --> LT
    
    CBE --> |"baseY: -0.1 → 1.6"| POS["Block Position<br/>(Eye Level)"]:::major-edit
    RC --> |"rayOrigin Y = 1.6<br/>(reference)"| EYE["Eye Level Reference"]:::context
    
    subgraph Legend
        L1["Major Edit"]:::major-edit
        L2["Minor Edit"]:::minor-edit  
        L3["Context/No Edit"]:::context
    end

    classDef major-edit fill:#90EE90
    classDef minor-edit fill:#87CEEB
    classDef context fill:#FFFFFF
Loading

Notes

  • Testing Limitation: Could not test locally due to xcodebuild unavailability on Linux - human testing is essential
  • Coordinate System: Used 1.6m based on existing eye level reference in ray casting function (line 876)
  • Session Info: Requested by Jeffrey (@jeffmarcilliat) - Devin Session
  • Risk Level: Medium - significant positional change that requires visual verification but low code complexity

… below eye level

- Changed baseY from -0.1 to 1.6 in createBlockEntity function
- Aligns with existing eye level reference used in ray casting (line 876)
- Blocks now appear at natural eye level when app launches
- Maintains relative spacing between blocks (0.03 increment per block)

Co-Authored-By: Jeffrey <jeffmarcilliat@mac.com>
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@jeffmarcilliat
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LGTM

@jeffmarcilliat jeffmarcilliat merged commit 2585e23 into master Aug 23, 2025
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@jeffmarcilliat jeffmarcilliat deleted the devin/1755978242-fix-block-eye-level-positioning branch August 23, 2025 19:51
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