In unity using the AvatarGrab example, I've noticed that when throwing
things with a spin to it, the rotation will be in the wrong direction as
soon as the grabbed item is let go. This happens with my own projects
using the OVRGrabber/DistanceGrabber...
Using Unity 2018.4.5 and Oculus 1.38When I hold an object (simple scene
with just a cube) in my hand, then the movement of this grabbed cube is
very jittery and not smooth at all.Using OVRPlayerController with
LocalAvatar in TrackingSpace and AvatarG...
OK so there seems to be a bug in in the OVRGrabber where the
angularVelocity isn't set correctly on GrabEnd().The fix is to invert
the angularVelocity. SoGrabbableRelease(linearVelocity,
angularVelocity);becomesGrabbableRelease(linearVelocity,
-angul...
if (OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger)){} works for
me.Get() queries the current state of a control.GetDown() queries if a
control was pressed this frame.
i‘ve opted to use vrtk 4 now which has none of these problems. it‘s a
bit harder to get into, but once it works, it just works. the oculus
integration just seems buggy as hell at the moment.