Firstly I would read up on Rigidbodies and Colliders/Trigger Colliders - here's a link.
Here's a useful table from that website:
You will need to use this to understand why the player is falling. Is the CameraRig
actually colliding with the ground? Is it a Trigger Collider (which has a callback method but doesn't do any physical collision). There's many possibilities for why.
I wrote a script that you can drag in two objects and see if they collide. You could use that if it helps.
The issue in VR with Vive is that determining where someone walks can be difficult, as we are only tracking their head and their hands. If you have a Vive Tracker available and it fits your use case you could use that to track someones foot.
What I have done in the past is use the Camera(eyes)
GameObject within the CameraRig
and get it's transform.position.x
and transform.position.z
value to determine if it has gone outside of the boundaries of the object the user is standing on.
Hope this helps,
Liam