How do I Transfer Active Interaction From One Object To Another
Hi, I'm using Meta's XR Interaction SDK v66 in Unity and have a situation where I have a Grab Interaction 'pulling' a Build Icon in a Build Menu to initiate the building of the corresponding object in the game world at the point of the Grab Interaction. So I'd like to programmatically cancel the Grab Interaction on the Build Icon, instantiate a 'real-world' version of that object, and programmatically begin the Grab Interaction on this new object, letting the Player place the built object wherever they would like. So effectively I want to transfer the Grab from the Icon object to the newly instantiated object. The documentation for interacting with controllers and hands is great but I haven't been able to find much around initiating interactions exclusively with code. Any help would be much appreciated. Thanks! InfiniteEchoSolved1KViews0likes1CommentHow can I attach a SnapInteractor in code so that it doesn't get pushed?
When a snap interactor snaps to a snap interactable "by hand", it doesn't get pushed by other objects until it unselects. However, when I try to do it through code, I can push it with other objects. This is how I select it with code: glassInteractable.AddSelectingInteractor(glassInteractor); glassInteractor.Select(); In the Debug view in Unity, I can see that the Grabbable's Points list is empty. When I snap it by hand it has one element. Maybe it's relevant. Thanks for any help.980Views1like1CommentHand interaction only works for left hand
I want to use hand interactions for my application to pick up a ball. I have tried the Interaction SDK samples HandTracking scene and that works fine. I can pick up all the object with either my right hand or my left hand. So I copied that scene to build my own. I replaced the smallPinch object (the key) with a small ball and adjusted the handpose around it so that you grab it with your whole hand. When I test it, it works fine for my left hand, but it does not work for my right hand. And strangely enough the other objects (the thorch and the cup) also only work for my left hand. And I did not change anything on them nor in the rest of the scene. The only change is the interactable. How is this possible? Big_Flex I saw in another post that you're working on the interaction SDK, Hope you don't mind me tagging you in this. Thanks!1.4KViews0likes2CommentsSeeking Guidance on XR interaction SDK sample scenes
Hello. I'm trying to figure out Interactions with the Meta XR all in one SDK. I can pick up a cube (woo!), but I cannot grab a sphere at a distance. I was following what I could find around the Interaction SDK and recently downloaded the SDK for XR-Interaction-sdk-ovr-examples, which I took at face value when it stated, "Contains sample scenes, prefabs, and art assets for Interaction SDK, using OVR variants of the player rig.". I cannot find any scenes in the package that I can successfully import to my Mac project. Can anyone steer me right? Are scenes just not included in this release? The App Lab project works great and I want to decompose the scenes used here to make sense of it for my project, which is suffering from a lack of clear documentation. Thanks for any help on this.Solved4.4KViews0likes3CommentsDoes anyone know how to dynamically constrain hand position during grab interaction?
I am using Quest 2 controllers represented as hands. Started with the Complex Grab sample scene. I've created a custom object with custom grab points, hand pose, etc. and that works fine. What I have been trying to do is, if you have picked up an object the object + hand should collide and not be able to pass through a panel. Think of, for example, drawing on a board. You don't want the pen and hand to simply pass through the board. I know ways to do this in normal Unity or using XRI Toolkit - it's a fairly trivial thing - but the Interaction SDK is not playing nice. I also tried deconstructing the pin board prefab and using those OneHandTranslateTransformer and InteractableTransformerConnection components but I couldn't get it to work how I want. For one, they affect rotation as well as position but I just want to constrain position. In addition, those constraints kick in the moment you grab the object, but I need the constraint behavior to happen only when the tool (e.g., a pen) touches a specific object (e.g., drawing board). Couldn't seem to override this via script. Has anyone done this before with GrabInteractable type of objects? Or more generally, is there a GameObject one can interact with for constraining hand position? Thank you!3.6KViews0likes3CommentsHand anchors stuck
Hi. I've noticed since updating to recent Oculus Integration that LeftHandAnchor and RightHandAnchor is stuck in 0,0,0 even when I can see the synthetic hands moving around in the editor. They move and snap to the accurate position once I either grab an object or pinch my fingers together. It's like they are stuck in an idle mode until a form of interaction is triggered. Is this a known bug? And is there any way to sort of "force update" the HandAnchor transform?1.5KViews1like2CommentsOVRCustomhands and Interaction
Hi, I'm trying to make interactions for objects / UI. It's pretty simple when using OVRHands and InteractableToolSDKDriver, but when using the OVRCustomHands, there doesnt seem to be anything.. Does anyone know how to add that functionality to OVRCustomHands, such as clicking on buttons, the ray tool etc. Thanks Regards Søren876Views0likes0Comments