Custom events for when an object is grabbed
Looking to recreate climbing. previously used xr interaction toolkit by unity and now would like to switch to handtracking with oculus toolkit. I have had a hard time understanding the grabbable script. I would like to track the velocity of the hand once it has grabbed an object but i do not know how to access this. also is there a reason why the objects fall without accounting for throw velocity once they are released.5.2KViews1like3CommentsOVRGrabber and OVRGrabbable offset when grabbing
Hello I had an application in which I could catch objects using two scripts: OVRGrabber, OVRGrabbable. It was working very well 1 or 2 weeks ago, but since very recently, I can't say when exactly, it doesn't work anymore after I updated the SDK I did to see the "Hand Tracking" SDK. What happens is that as soon as I try to catch the object, the object makes a translation behind me and doesn't move as long as I catch it, as soon as I release it, it falls down. The gameobjects in my objects are not the children of another gameobject, so the offset has nothing to do with parentage. I've exactly follow the instruction in this tutorial on Youtube (I can't post link...) : Unity Tutorial : VR, Oculus Avatar and Grabbing Object setup IN 5 MINUTES Here are the components that are on my left hand, right hand and on an object to catch : Object : Left hand anchor : Right hand anchor: I already try to play with "Is Trigger" parameter but nothing was better. Hope someone got a solution !3.3KViews0likes1CommentNeed to be able to grab with Oculus Go Unity
Hey! I'm very new to VR dev and am working on creating a game for my Oculus Go using Unity. I have one problem, I cannot for the life of me figure out how to grab an object. I've managed to create a pointer (laser) from my control which works just fine. But to be able to physically grab objects (whether it be with the remote, distance grab, or using the pointer) has had no results. Please if anyone could recommend me a sample scene or a tutorial which pertains to the Oculus Go (which doesn't support Steam VR and had a 3dof controller) I would be more than thankful.2.8KViews0likes6CommentsQuest Grabbing Sticking to Head
I'm trying to set up OVRGrabber/Grabbable, but when the player grabs an object, the object is moved to where their head was but then stays in place until let go. I'm using the latest Oculus SDK. Any advice? I'm new to developing on Unity, so I'm sorry if this is a dumb question. Controllers: Example Object:792Views0likes1CommentOVRGrabbable: allow being grabbed by only right (or left) hand?
Looking at the OVRGrabbable implementation it seems to me that there is no way to allow an OVRGrabbable to be grabbed only by one (or a set of) give OVRGrabber(s). Is this a feature included in OVR that I am completely missing? It seems pretty basic to me to not be included. I know everything should be hand-side agnostic but forcing the player to grab with one hand OR the other is certainly not a corner case.702Views0likes0CommentsRealistic hand grabbing
Hello. I'm trying to create a VR grabbing system with Oculus Touch which would allow the hand model to grab from different angles and positions on the object and still look realistic. I tried to build one with pre-created hand poses and different colliders on the object which allowed to detect on which side the object is grabbed, but this result in a large number of pre-created poses and position offset for each side of each object. It takes too much time to implement and it is not very convenient. Would anyone think of an elegant and effective way of doing this ? Thank you !626Views0likes0CommentsGrabbing problems on Oculus Quest while using OVRPlayerController with LocalAvatarWithGrab
Hey there, we have a little problem while developing for the oculus quest. If we try to combine the OVRPlayerController with the LocalAvatarWithGrab prefab in Unity we get a strange problem. Grabbing works only sometimes. We need to grab an object very often to get it connected to the hand. When we use only the LocalAvatarWithGrab prefab (not combined with OVRPlayerController) everthing works like a charm. But we need a Character wich we can moove inside the game scene via controller. We put everything together with this hierachy: OVRPlayerController -OVRCameraRig -TrackingSpace -LocalAvatarWithGrab -LeftEyeAnchor -CenterEyeAnchor -RightEyeAnchor -TrackerAnchor -LeftHandAnchor -RightHandAnchor Grabbing works sometimes but not everytime. If i deactivate the OVRPlayerController script in the inspector grabbing objects works like expected. But with the script acitvated, and the ability to moove, grabbing is buggy somehow. Do you have any idea what we are doing wrong? We are using unity pro 2018.4.0f1 and the latest oculus integration (1.38) from the asset store. Best regards, Jan.1.1KViews1like0CommentsPhysics less object when holding in hands
Hello, I'm using Unity SDK and I want items to be physic less (to not interact with other rigid bodies, go through them...) because sometimes they cause some weird physics glitches. I tried disabling rigid body script while object is being held but that breaks whole Grabbable/Grabber script. Is there any know workaround? Thanks in advance, Andrija940Views0likes2CommentsOculus Go (or Gear VR) - Movement and Selection
Hi All, Using the controller on the Go (or Gear VR) is there a suggested way to be able to move in a scene (either by locomotion or teleportation) and also be able to point select and grab items also? Everything I'm finding seems to do one or the other. Thanks for any thoughts.452Views0likes0Comments