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Tset_Tsyung
8 years agoExplorer
[SOLVED: ID-10-T error] Grabbing custom models ends up with odd offset to hands...
Hey all,
First post here...
So I've been rebuilding the OVRGrabber and OVRGrabbable scripts so as to understand how it all works (I haven't found any decent documentation on the subject of the concepts, implementation and use within Unity so far so reverse engineering is a method I find is "interesting").
Grabbing, flinging and passing cubes is fine - no problems there. However I've made a simple bat in Blender (I've also used the ProBuilder plugin with the same results), attached a rigid body, adding a capsule collider and adjusted it to the right lengths and then added the OVRGrabbable script. I can grab the bat, all good.
However, if I drop the bat and go to pick it up again, it all of a sudden doesn't "attach" to my hand where I grabbed it... instead it jumps to some odd offset and stays there until I drop it again. And then each time I grab it again I get a different offset...
Now, even though I'm building my own scripts this happens with the OVRGrabber and OVRGrabbable scripts too when using these custom models. Is there I'm something I'm missing? It seems to do the same thing when I use a convex MeshCollider too.
Admittedly the scale of the Unity item is 100 on the X, Y and Z, but even the ProBuilder model does this too.
Any ideas?
Screenshots to follow...
All replies are appreciated tremendously.
Regards,
Mike
2 Replies
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- Tset_TsyungExplorerUpdate: I've taken some cubes and adjusted the scale of the colliders on them and had similar results... Do the colliders on the objects HAVE to have scales of 1? If so, what sorts of work arounds should I be looking into for this problem?
- Tset_TsyungExplorer[Sigh] please ignore this post. In fact, could a moder or admin just delete this whole thread? ;)Basically, I had a parentheses in the wrong place when copying the calculation for the offset at moment of grab... Like I said, please ignore this LMAO.
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