DistanceGrab Example, the object does not stay still in my hand when I move during the grab
Hi everyone, I have a problem with object grab, I'm using Unity 2022 and Oculus integration 0.46 I take the official oculus example : DistanceGrab Problem: when I grab an object and move, the object doesn't stay still in my hand but moves to the opposite side, I attach the video so it's clearer. Is there a solution to this? Thanks for support.2.7KViews0likes4CommentsOVRGrabber is being added to my player hands without me asking for that
The title says it. In a "3D" project, to which I have added oculus XR settings, I delete both OVRGrabber and the rigid body from the left and right hands. Some piece of Oculus code, running who knows where, keeps putting a Rigidbody and OVRGrabber component on each of the hands. I've looked around a lot. I made sure I did NOT use the "VR" template when starting this project fresh. What code is adding the unwanted components? And how do I destroy it?Solved1.4KViews0likes1CommentOVRGrabber 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 grab an object (cube) with hand tracking?
Hi, I am setting up the hand tracking and not the controller. I added OVRGrabber to OVRHandPrefab and I have Sphere Collider, and Rigidbody. I also added OVRGrababble in the Cube. I can move around the cube with the hand but I cannot grab the cube. How can I grab an object? Is there any good tutorial for this? Thank you!2.7KViews0likes1CommentOVRGrabber stops working
Hi everyone, I'm building a prototype with around 150-200 grabbable objects for a test. When throwing an object and if the collision with the ground or other objects is strong enough, the thrown object will instantiate a shattered prefab version of itself upon impact (with mesh colliders and rigidbodies) for creating the illusion that the object has broken. After throwing a lot of objects around and instanciating lots of shards at some point I cannot grab anymore objects and there's an error in the console for the OVRGrabber script: NullReferenceException: Object reference not set to an instance of an object OVRGrabber.MoveGrabbedObject (Vector3 pos, Quaternion rot, Boolean forceTeleport) (at Assets/OVR/Scripts/Util/OVRGrabber.cs:321) Does anybody know how to fix this issue?2.9KViews0likes7CommentsUnity - Hand tracking disappear forever when adding OVRGrabber
So I was trying to implement a grabber with the Hand tracking but i didnt know why my hands were disappearing at some point in the development. Then I realized that when i added the OVRGrabber to the hands, those disappear from the scene, but they are still there cause I can touch the Guardian system with my hands. So when I delete the OVRGrabber the hands were still invisible. Im sure that the OVRGrabber is causing this, cause i were compiling step by step to catch where the hands were disappearing. Btw im using just the OVRCameraRig prefab, the HandsManager and the OVRHandPrefab. EDIT: So i figured out that you can solve this problem deleting the OVRHandPrefab and grabbing it under the controller anchor again and it will fix... but i dont know why you cant put the OVRGrabber to the OVRHandPrefab...1.8KViews0likes1CommentLooking for OVRGraber/OVRGrabbable advanced tutorial
I am trying to find out how to work with grabbing objects in the Quest and the basic stuff works fine. I can pick up things and drop them again. Now I want to understand how grabpoints and offsets work. The scripting guide on the developer page does not give much information, just a description of the parameters. I actually did a search on the developer site for grab and grabber and got no results. Can someone point me to a good tutorial or reference or example that covers grab points, snap offset/rotation (I found this post but the solution there seems to involve changing OVRGrabber itself, that can not be how Oculus developers intended this to work.). And the relation to grip transform on the Grabber script. Edit: I looked at the DistanceGrabber example and figured things would work the same for the OVRGrabber, but unfortunately that is not the case. According to the example manual the grip transform on OVRGrabber is the point where a grabbed object will snap. In the picture below you can see that I added a sphere to the hand as grip transform, but the box still snaps to the hand. Also for the Grabbable, I interpreted the manual so that the snap offset is relative to the gameobject with the OVRGrabbable script on it, but as you can see in the two pictures below, I added a capsule as grab point, but the snap is completely off. Thanks!2.5KViews0likes2CommentsBug of ovrgrabber in Unity
In Oculus Integration v19, OVRGrabbable has strange behavior. The Grabbable Object is out of hands. The white origin of axis in the following video is (0,0,0) in local space. Its snap_position and snap_orientation is enabled. <blockquote class="twitter-tweet"> <p lang="ja" dir="ltr"> <a href="https://t.co/8ufci8Cfu4">https://t.co/8ufci8Cfu4</a> <a href="https://t.co/vFhAck8mio">pic.twitter.com/vFhAck8mio</a> </p>— botamochi6277 (@botamochi6277) <a href="https://twitter.com/botamochi6277/status/1292004500148850688?ref_src=twsrc%5Etfw">August 8, 2020</a> </blockquote> <script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script> I checked OVRGrabbable.cs and found strange equations in this. OVRGrabber.cs:282, m_grabbedObjectPosOff = m_gripTransform.localPosition; OVRGrabber.cs:331 in MoveGrabbedObject(), Vector3 grabbablePosition = pos + rot * m_grabbedObjectPosOff; pos = transform.position, rot = transform.rotation when the method is called in GrabBegin() You cannot convert a local position to a world position with a parent rotation. You cannot add a local position and world position. Please Debug Before Releasing!494Views0likes0CommentsOVRGrabber 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 !3.3KViews0likes1CommentGrab does not seem to work under any circumstances
Hi everyone, I've been trying for weeks now to get the grab function to work with the Oculus Go. The DistanceGrab scene doesn't work, nor does literally any answer I've found online. Could this be some kind of issue with Unity itself? I'm currently using version 2019.3.12f1; I have also tried on other versions and no luck. I'm at my wits end. I've tried a variety of custom grabs, literally all of the GitHub downloads, and have settled on OVR Grabber which also doesn't work. I've spent hours on YouTube tutorials as well with no success. Aside from grabbing, I've got the pointer, custom movement scripts, and instantiation all working perfectly fine with zero issues. I'm lost and would greaaatttttllllyyyy appreciate any assistance. If anyone has a solution that works every time, or an answer about whether or not it might be an issue with Unity, PLEASE let me know.638Views0likes0Comments