I am using GLTF as a scene file. that means it has a root node with a negative Z scale.
Well the negative Z scaling messes up physics simulations. If i where to drop a cylinder shape on to a slightly rotated forward cube shape. The cylinder would contact the cube and fall forward to the ground as expected. But with negative z scaling, the cylinder would fall behind the cube even though the cube is rotated forward.
@trevordev pointed out this negative z scale is messing with physics and i should FORCE the scene into right handed mode using scene.useRighHandedSystem = true BEFORE loading the scene. That worked… now physics object fall the right way.
But this now FLIPPED all my cubemap textures in the scene. Both the skybox and the environment. Is there some kind of property of function that can used to flip the textures horizontally. If o manually use my Mac using Preview to open the textures in the scene file and do Tools->Flip Horizontal that fixes the issues… So i know is a horizontal flip issue with the CubeTexture and the scene being forced into right hand mode.
Here is the original Unity shot. Not the horizontal rotation of the clouds in the sky and the little brown bush reflected in the sphere:
IF I DO NOT FORCE RIGHT HANDED:
AND FINALLY WHEN I FORCE RIGHT HANDED:
As you can see the force right handed cube textures are flipped horizontally. The Rotation-Y is fine. Its at 3.14 so the skybox and reflection show the proper orientation on the world… Again they are just flipped horizontally.
UPDATE: Also note the shadow have HOLES in them.
Can you please show me how to fix this