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New Participant
January 8, 2026
Question

Meta XR Interaction SDK Physics issue on Grab

Need help with sword physics on Meta Quest (Unity +Meta XR Interaction SDK)

I’m building a VR melee interaction on Meta Quest using Unity and Meta XR Interaction SDK.

  • Using Grabbable + HandGrab
  • Switched to OneGrabPhysicsJointTransformer so the sword can stay non-kinematic and collide with the body
  • Rigidbody: non-kinematic, Continuous Dynamic, mass = 1
  • Sword + body have non-trigger colliders

Current issue:
Sword now collides with the body (good), but if I swing or hit a bit harder it can fly out / feel unstable in the hand.
If I freeze Rigidbody rotation, it’s stable but then I can’t rotate the sword naturally.

I’m now looking at using a ConfigurableJoint as the Custom Joint for OneGrabPhysicsJointTransformer to make the hand–sword link stiffer.

👉 Looking for advice on:

  • Recommended Rigidbody + ConfigurableJoint settings for a VR sword
    (mass, gravity on/off while grabbed, typical spring/damper/MaxForce values)
  • Any tips or examples from people who got stable, physical-feeling grabs with OneGrabPhysicsJointTransformer on Quest

Check reference video 

1 reply

Participant
January 8, 2026

Yes, OneGrabPhysicsJointTransformer can give a stable, heavy and credible sword on Quest.

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