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Accurate physics with Quest controller moved object

pawelfasol
Honored Guest

Hi!

We have the following, independent updates that are not aligned with each other:

- Unity Update (for rendering)
- Unity FixedUpdate (for physics)
- Quest controller tracking update (for the physical device)

My goal is to achieve possibly accurate physics of an object moved with the Quest controller. Unlike in Unreal Engine, the Unity3D physics reaction to controller-tracked objects is a total mess. Is there some information available on how to align different kinds of updates so that I can make the physics work?

Thanks for help!
Pawel

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