Forum Discussion
mmchickenshack
6 years agoProtege
Moving Grabbed Objects jitter (Unity)
Using Unity 2018.4.5 and Oculus 1.38
When I hold an object (simple scene with just a cube) in my hand, then the movement of this grabbed cube is very jittery and not smooth at all.
Using OVRPlayerController with LocalAvatar in TrackingSpace and AvatarGrabberLeft and Right inside this LocalAvatar.
I set the Fixed TimeStep in the Project Settings to 1/72 (0.01388889).
I uploaded a video of this behaviour: https://youtu.be/AoJ_d0d2Dq8
It's not as obvious in the video as it is in VR, but I think you do see the issue at the edges of the cube with the stuttery movement.
Interestingly, when I throw away the cube, the movement is smooth. Also the movement of my hands is smooth, it's only the object I'm grabbing that stutters.
Any idea how I can prevent this?
Thanks!
When I hold an object (simple scene with just a cube) in my hand, then the movement of this grabbed cube is very jittery and not smooth at all.
Using OVRPlayerController with LocalAvatar in TrackingSpace and AvatarGrabberLeft and Right inside this LocalAvatar.
I set the Fixed TimeStep in the Project Settings to 1/72 (0.01388889).
I uploaded a video of this behaviour: https://youtu.be/AoJ_d0d2Dq8
It's not as obvious in the video as it is in VR, but I think you do see the issue at the edges of the cube with the stuttery movement.
Interestingly, when I throw away the cube, the movement is smooth. Also the movement of my hands is smooth, it's only the object I'm grabbing that stutters.
Any idea how I can prevent this?
Thanks!
19 Replies
- mmchickenshackProtegeUpdate: I have the same problem with the demos that oculus provides. seems to be a unity/sdk issue. as you know, version 1.39 is broken in other ways, so i couldn‘t test if this resolves the issue...
very unsatisfying situation.- cibernaioProtege
Do you know after so long if a solution has been found?
- lamhoangHonored GuestAdd some of your own code, which makes the object your grabbing the child of the grabbing hand. This will remove the jittering.
- mmchickenshackProtegethank you, that absolutely worked. I found an even easier workaround:
The solution was to child the hands (in my case Oculus' "CustomHandLeft/Right") to Left- and Righthand-Anchors respectively. Smooth as butter now, even in Unity 2019: https://imgur.com/a/PnTXbOq
Thanks for your time and help!
- Hamido_oHonored Guest
this absolutaly helped reducing the jitter and shakiness. Thanks. Meta is so dumb for not making that by default.
- TraverseMorcantExplorer@mmchickenshack I am experiencing the same issue when using LocalAvatar and AvatarGrabberLeft/Right. Adding them as children to the anchors makes the grab not work. Can you provide more info on how you fixed it?
- mmchickenshackProtege@WolfVolk I think I had the same issue a while ago. Try using the CustomHands, they seem to work better for me.
- mmchickenshackProtege@WolfVolk also, uncheck "Parent Held Object" (that broke grabbing for me as far as i can remember) and make sure the parent transform is set correctly.
- vrz_devProtege@mmchickenshack - having the same problem with AvatarGrabberLeftRight as @WolfVolk. "Parent Held Object" is unchecked and the grab is not working. What should I set as Parent Transform?
- vrz_devProtegeOk i set the parent transform to TrackingSpace and the grab is back to work, but the hands movement are still jittery.
- vrz_devProtegeI found out that if you check "Parent Held Transform" on both AvatarGrabberLeft/Right, the object stops jittering while grabbed. Unfortunately this also produced a strange misalignment of the hands while moving them around.
- mmchickenshackProtegei‘ve opted to use vrtk 4 now which has none of these problems. it‘s a bit harder to get into, but once it works, it just works. the oculus integration just seems buggy as hell at the moment.
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