Forum Discussion
TransitTech_2025
7 months agoHonored Guest
Distance Grab - Fails after 1 attempt
Hi, I'm getting a problem with the distance grab function using the Meta Interaction SDK. Using the Quick Actions, I am adding the utility to my grabbable object. When I test the grab, it works fin...
- 7 months ago
Hey there!
Sorry to hear you're having issues with your grabbable objects, I get how frustrating that can be. From what I can tell, the error your getting is because the Meta Interaction SDK's distance grab logic is trying to set the velocity of a Rigidbody which is set to the body type "Kinematic".
This is because in Unity, kinematic Rigidbodies are not controlled by physics and do not support velocity changes. Which means any attempt to set their velocity will throw this error.
This is a known issue when using the Interaction SDK's Quick Actions to add distance grab to objects, especially when the object's Rigidbody is toggled between kinematic and non-kinematic states during grab and release cycles. This is why after the first grab the object may remain kinematic, but the SDK still tries to use a "velocity drive" mode, causing the error on later grabs.
My advice would be to set isKinematic = false, which should change the body type to dynamic. Let me know if that works for you, and if not, please feel free to reach back out and we can troubleshoot further!
-G
4tothefloor
7 months agoMeta Employee
Hey there!
Sorry to hear you're having issues with your grabbable objects, I get how frustrating that can be. From what I can tell, the error your getting is because the Meta Interaction SDK's distance grab logic is trying to set the velocity of a Rigidbody which is set to the body type "Kinematic".
This is because in Unity, kinematic Rigidbodies are not controlled by physics and do not support velocity changes. Which means any attempt to set their velocity will throw this error.
This is a known issue when using the Interaction SDK's Quick Actions to add distance grab to objects, especially when the object's Rigidbody is toggled between kinematic and non-kinematic states during grab and release cycles. This is why after the first grab the object may remain kinematic, but the SDK still tries to use a "velocity drive" mode, causing the error on later grabs.
My advice would be to set isKinematic = false, which should change the body type to dynamic. Let me know if that works for you, and if not, please feel free to reach back out and we can troubleshoot further!
-G
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