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Up and Coming
September 11, 2019

Distance Grab (Player flies up or is pushed by object grabbed)

I know there's a lot of people having problems with this and I've followed many tutorials that try to fix this issue, but I cannot for the life of me fix it. I've tried a lot of things and spent a lot of time on this and I just cant figure it out.
I've tried the following layer abstraction in this tutorial (doesn't work):
https://www.youtube.com/watch?v=sKQOlqNe_WY&lc=Ugy0IV2wmiRMywTkPk94AaABAg
I've also tried this:
https://www.youtube.com/watch?v=weL4aRe1FRk
If anyone can help me with this I would greatly appreciate it.

3 replies

Corysia
Up and Coming
September 11, 2019
If you look at the comment I left on that second video, you'll see a solution.  You can also look at my tutorial on github.  Basically, you set up a physic collision matrix.
VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example
Zig420Author
Up and Coming
September 12, 2019
Corysia, thank you so much. I tried this approach several time and I couldn't get it to work. The key I believe was to "Set the layer of the OVRPlayerController as Player. Do not recursively mark all child objects. We only want the top object to be on the Player layer." I think this is where I failed the first time.
Corysia
Up and Coming
September 12, 2019
Great, I'm glad to hear that helped someone!  =)
VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example