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!728Views0likes1CommentOVRGrabber 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 !3.3KViews0likes1CommentObjects 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.668Views0likes0CommentsQuest 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:800Views0likes1Commenthow to check if object is grabbed by specific controller?
Below is pseudo-code which demonstrates my desired functionality. The code needs to be placed in on the grabbed object. The part in Bold is what I need clarification on. if (_OVRGrabbable.grabbedBy == "LTouch") { //Do something } EDIT: Solution : Public OVRGrabber LeftGrabber; // Drag grabber to inspector field if (_OVRGrabbable.grabbedBy == LeftGrabber) { //Do something }4.6KViews0likes2CommentsOVRGrabbable: 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.703Views0likes0CommentsDebug.Log() inside override function GrabBegin not printing to console
I override the GrabBegin from OVRGrabbable and try to detect whenever user grab an object but it never print to console. I am not sure why it is behaving this way override public void GrabBegin(OVRGrabber hand, Collider grabPoint) { base.GrabBegin(hand, grabPoint); Debug.Log("Begin Grab"); }535Views0likes0CommentsIssue with Oculus Go using OVRGrabber and DistanceGrab
Hi guys, So for a few days now, I have been trying to grab and move other GameObjects in Unity with my Oculus Go tracked remote but simply can't figure it out. I have even used the "DistanceGrab" sample scene from Oculus' "Sample Framework" as a template and managed to switch the hand avatar to the tracked remote but the distance grab doesn't work! [Note: I am using Unity (2018.2.2f1), the most recent Oculus SDK and the Sample Framework package from Oculus.] Any help as to how to enable Grabbing, distance Grabbing and then moving will be GREATLY appreciated! -Matt I surrender my future to the forum...605Views1like0CommentsOculus OVRGrabber and OVRGrabbable Script Issues on scene reload
I have an OVRPlayerController set up in the Unity Survival Shooter example. I can grab the gun with either hand and shoot. I even have a script that references the Grabbable Object and adjusts it position when held. ( since the object offset on the OVRGrabbable doesn't actually work). It all works perfectly until the game end. Once it end the game reloads the same scene to play again. On the second time you play, the grabbing of objects becomes erratic and sometimes doesn't work at all. There is some Serialized data or a Coroutine being kept in the reloaded scene. It's not any of my code so I was wonder what it is in the Grabbing scripts. The game works perfectly until I reload the scene.1.8KViews1like3Comments