Forum Discussion
DeveloperXenia
2 years agoExplorer
Hand grab interaction fails if OVRCameraRig is child of high speed moving object
Hi all, I'm facing an unexpected scenario while using the grab feature provided by the Meta Interaction SDK. It looks like that if the OVRCameraRig object (with OVRHands and/or OVRControllerHands p...
Big_Flex
2 years agoMeta Employee
Hi DeveloperXenia, thanks for posting this! I've checked with one of the engineers on the Interaction SDK team (I maintain the SDK's docs), and he said this:
Thanks for bringing this up, certainly there seems to be a problem when checking if the collider is intersecting with the hand trigger when moving at high speeds.
While you wait for the official fix, here are some ideas to patch the issue:
- Try making your colliders bigger when moving.
- In v63, it is not mandatory to reference the (optional) grip and pinch colliders in the HandGrab Interactor. If you don't need to distinguish between these two grab modes, do not reference these optional Sphere colliders there (but keep them in the rig).
- If you are importing ISDK as a local package and can modify the code, in HandGrabInteractor.cs , replace the call to OverlapsSphere with Physics.ComputePenetration(sphere, sphere.transform.position, sphere.transform.rotation, collider, collider.transform.position, collider.transform.rotation, out _, out _)
DeveloperXenia
2 years agoExplorer
Hi Big_Flex, thank you for the reply!
At the moment I'm working on other projects and I had to temporarily set aside the Meta Quest SDK based development. Anyway I'll give a try to your suggestions as soon as possible, after upgrading the Interaction SDK to ver. 63, and come back to you!
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