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?Solved1.4KViews0likes1CommentHow 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?3KViews0likes7CommentsUnity - 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!2.5KViews0likes2CommentsOVRGrabber 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 !3.3KViews0likes1CommentHow to GetComponent<OvrAvatar>()
I'm trying to hide the controller when I grab an object, and show it when I release the object using OVRGrabber, ive edited the OVRGrabber script with the following: if (m_grabbedObj) { if (m_controller == OVRInput.Controller.LTouch) transform.parent.GetComponent<OvrAvatar>().ShowLeftController(false); } But I get The Type or namespace 'OvrAvatar' could not be found. I can see it's part of a dll, anybody got any ideas how to access it as a component or maybe a better way of hiding the controller when the object is grabbed?844Views0likes1CommentObjects 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.671Views0likes0CommentsExamples of interactions like opening a door, snapping objects to hand, pulling a lever & drop zones
Where's the essential stuff to help developers build the stuff for oculus? Are there any plans of upgrading examples that come in Oculus Utilities. Not interested in integrating third party plugin like VRTK into the project to achieve the same. People have already reported that snapping is not working with all versions of oculus utilities.1.4KViews0likes1Comment