TechProBeast
15 days agoHonored Guest
Meta XR Interaction SDK Physics issue on Grab
Need help with sword physics on Meta Quest (Unity +Meta XR Interaction SDK)
I’m building a VR melee interaction on Meta Quest using Unity and Meta XR Interaction SDK.
- Using Grabbable + HandGrab
- Switched to OneGrabPhysicsJointTransformer so the sword can stay non-kinematic and collide with the body
- Rigidbody: non-kinematic, Continuous Dynamic, mass = 1
- Sword + body have non-trigger colliders
Current issue:
Sword now collides with the body (good), but if I swing or hit a bit harder it can fly out / feel unstable in the hand.
If I freeze Rigidbody rotation, it’s stable but then I can’t rotate the sword naturally.
I’m now looking at using a ConfigurableJoint as the Custom Joint for OneGrabPhysicsJointTransformer to make the hand–sword link stiffer.
👉 Looking for advice on:
- Recommended Rigidbody + ConfigurableJoint settings for a VR sword
(mass, gravity on/off while grabbed, typical spring/damper/MaxForce values) - Any tips or examples from people who got stable, physical-feeling grabs with OneGrabPhysicsJointTransformer on Quest