Starting an OVRGrabbable Object as Kinematic
Is it possible to instantiate a gameObject as kinematic, but then after being grabbed have it not be kinematic? The desired effect being the object is frozen in the air to start, can be grabbed, but after release drops to ground. So before being grabbed: obj.GetComponent<Rigidbody>().isKinematic = true; obj.GetComponent<Rigidbody>().useGravity = false; And after being release from grab: obj.GetComponent<Rigidbody>().isKinematic = false; obj.GetComponent<Rigidbody>().useGravity = true; Thanks!725Views0likes1CommentOVRGrabber and OVRGrabbable for hand tracking instead of controllers
Hi guys, I'm trying to get the OVRGrabber and OVRGrabbable scripts working on Unity using the hand tracking instead of the joysticks, but it seems that they were made for controllers only. Is there any example of how I can grab simple objects (cubes) by using or modifying these scripts? Any clue is welcome! :smile:4.2KViews0likes4CommentsHow can I toggle (enable / disable) OVRGrabbable on a Unity game object in script?
I would like to toggle OVRGrabbale on a game object, subject to a boolean condition. As an example, a virtual "screw": - when it is screwed into a hole (engaged), it SHOULD NOT be grabbable by the player - when it is unscrewed (dis-engaged), it SHOULD be grabbable by the player My understanding is the boolean attribute "allowOffhandGrab" can / should be used for this, however this attribute is only read-only in OVRGrabbable.cs. Adding a setter in OVRGrabbable.cs has not had any effect on disabling OVRGrabbable during runtime. /// <summary> /// If true, the object can currently be grabbed. /// </summary> public bool allowOffhandGrab { get { return m_allowOffhandGrab; } set { m_allowOffhandGrab = value; } // Added to test grabbablity switching (ie. on / off) but does not seem to work } As a partial workaround solution, I've also tried enabling / disabling the game object's collider and rigidbody.detection components. Both of these work by allowing me to toggle the object's "grabbability" however creates interactivity issues with other game objects, so is not a feasible solution. Can someone please help? Thank you.Solved6.1KViews0likes8CommentsHow to grab object with TWO hands
Using the Oculus Integration package in Unity, I'm trying to figure out how to grab a gun with TWO hands, where one hand grabs the barrel and the other grabs the handle. I want when I move the handle, the barrel hand stays attached, but the gun itself adjusts accordingly. I'm a bit new to vr / unity development, and I can't find a thing that supports "two handed" grips with the Oculus Integration package. Can anybody point me in the right direction? Thanks in advance.1.1KViews0likes0CommentsOVRGrabber 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 !3.3KViews0likes1CommentOVR Grabbable Snap to hand (i.e. a gun) - Unity
Ive spent way longer than i thought i would on this, like days... So id like to use the grabing scripts to grab a gun model and have it snap to my hand in the correct rotation. So far ive tried setting the position and rotation to a GameObject, ive tried placing the GameObject in several places, either a parent of the gun itsself or at 0,0,0 in the world and it allows me to grab it but it snaps to a weird position and its never the same position its always a random angle and in the center of the gun model, ive serched tens and tens of forums and youtube videos for a solution but none of the suggestions work, any help would be greatly aprteciated, please and thanks!1.7KViews0likes1CommentObjects return to hands - OVR Grabbable
Not sure why this is happening, but as the title states, after dropping *some* of my OVRGrabbable objects, they *sometimes* return to my hand (using the Custom Hands prefabs) as soon as I close it again. I've disabled offhand grab, distance grab, and I've made sure this isn't a collider issue either. It seems not to happen when I have Snap Position and Snap Orientation off, but I need to snap my objects to the proper spot in the hand. I'm not sure why these bools would cause the object to appear in the hand again anyways. Any thoughts? I'm using Unity 2019.2.0b6 and Oculus version 1.42, building on an Oculus Quest. I've replicated this problem in older versions of Unity and Oculus.667Views0likes0CommentsOculus quest, problems with OVRGrabber and OVRGrabbable when not parenting object while held
So, I'm having this trouble with Unity and Oculus Quest when it comes to something as simple as picking up objects. I've been working with Quest before and have had no problems with developing for the headset, but this I can't really figure out. I use the OVRPlayerController in a simple example with a OVRGrabbable and OVRGrabbers. When I pickup something without Parent Held Object checked the object just snaps in mid air at the same position as my head, but if I have the Parent Held Object checked it works as expected. I've tried several versions of Unity and tgether with different versions of Oculus Utilities. Currently I'm on the absolute latest versions of both the game engine and the utilities: * Unity 3D 2019.3.0f6 * Oculus Utilities 1.44 It didn't work with Unity 2019.2.19f1 or Unity 2019.2.15f combined with either the Oculus Utilities 1.38 or the latest version. * Video when not working is found here. Red/left hand is using parenting and right/green is not (this forum doesn't allow me to post links yet so the following link is intentionally broken by a whitespace after https://): https:// youtu.be/QMwErXg8jdc * Project is available on Google Drive (link is intentionally broken by a whitespace after https://). ; https:// drive.google.com/file/d/151Rx3cQnbzvLFVTT9SNXRj1vb8pt_H_R/view?usp=sharing Anyone got any ideas?782Views0likes0CommentsNot sure why OVRGrabber script is not working correctly with customhands??
The problem is that the hands are offset way ahead of the player and tracking is with opposite hands I am using customhand left and right. both parent transform and player are set to OVRCameraRig and OVRPlayerController respectively.Solved1.5KViews0likes2CommentsNot sure why OVRGrabber script is not working correctly with customhands?
Note that this problem does not occur with older versions of oculus integration. This is not working with the latest version of oculus integration The problem is that the hands are offset way ahead of the player and tracking is with opposite hands. I am using customhand left and right. both parent transform and player are set to OVRCameraRig and OVRPlayerController respectively.563Views0likes0Comments