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lucas_o_hartley
7 years agoHonored Guest
The phalanges are driving me mad!
Hi all,
I'm trying to add a simple sphere collider at the hand joint : index tip. so i thought this would be easy in the documentation i found the accessor function gethandtransform(), so i grabbed the gameobject of this transform tried to add the sphere collider..... and no luck.
next step i tried to create a game object at the point, set its parent to the gethandtransform, set its position ect ect and still no luck, then i spotted that in the hierarchy that the object right hand is disabled. how can i achieve what i want to do ?
I'm trying to add a simple sphere collider at the hand joint : index tip. so i thought this would be easy in the documentation i found the accessor function gethandtransform(), so i grabbed the gameobject of this transform tried to add the sphere collider..... and no luck.
next step i tried to create a game object at the point, set its parent to the gethandtransform, set its position ect ect and still no luck, then i spotted that in the hierarchy that the object right hand is disabled. how can i achieve what i want to do ?
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- lucas_o_hartleyHonored Guestpublic Transform indextip{get { return myavatar.GetHandTransform(OvrAvatar.HandType.Right, OvrAvatar.HandJoint.IndexTip); }}
so this is how i grabbed the index tip bone, then i wanted to add a sphere collider to this gameobject. in the standard unity way addcomponet<> ect ect. - lucas_o_hartleyHonored GuestRight, so this was driving my crazy just to add a sphere colliider to a transform, but i found
internal void Initialize(ovrAvatarRenderPart_SkinnedMeshRender skinnedMeshRender, Shader surface, Shader surfaceSelfOccluding, int thirdPersonLayer, int firstPersonLayer, int sortOrder){this.surfaceSelfOccluding = surfaceSelfOccluding != null ? surfaceSelfOccluding : Shader.Find("OvrAvatar/AvatarSurfaceShaderSelfOccluding");this.surface = surface != null ? surface : Shader.Find("OvrAvatar/AvatarSurfaceShader");this.mesh = CreateSkinnedMesh(skinnedMeshRender.meshAssetID, skinnedMeshRender.visibilityMask, thirdPersonLayer, firstPersonLayer, sortOrder);bones = mesh.bones;UpdateMeshMaterial(skinnedMeshRender.visibilityMask, mesh);}
so I'm just going to loop through the bones here, create the colliders in the same script, I will post it on here once im finished hopefully that will help other having this issue.
all this to interact with a 3d button lol - tikitofuExplorerHi, I've created colliders for my fingertip but it does get detected when passing through a trigger. Am I missing something? I've tested it on colliders that are not on the hand, and it works fine.My collider is on "hands:b_l_index3" as trigger capsule collider.Thanks.
- tikitofuExplorerHi, I've created colliders for my fingertip but it does get detected when passing through a trigger. Am I missing something? I've tested it on colliders that are not on the hand, and it works fine.My collider is on "hands:b_l_index3" as trigger capsule collider.Thanks.
- sibawHonored Guest
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