Collider not triggered
I already used collision triggers in that project, but That collider won't trigger at all. I can't figure it out since everything looks fine. The player object has kinematic Rigidbody and collider not set as trigger, and is set to "Player" layer. The cube object has no rigidbody but a collider set as trigger, and is set to "Interaction" layer. "Player" layer and "Interaction" layer are set to interact with each other in Physics settings.1KViews0likes1CommentSample OVR skeleton: FixedUpdate() calling update()
Soooo. Am i missing something or is this not illegal? I noticed the issue cause my collider capsules attached to hand tracked bones weren't updating position/rotation with rigidbody.MovePosition/rigidbody.MoveRotation. Removing it fixed my issue, although the physics update in other projects worked fine with the implementation.889Views0likes0CommentsRift/Rift S Controller Center Of Mass
Hi All, We are implementing throwing in our game and I was wondering if anyone at Oculus could tell me where the center of mass of each controller is (in Unity space with batteries in). I have approximated it using volumes etc. but it would be nice to get an exact number if possible. Thanks, Colton536Views0likes0CommentsGetting Touch Controller Velocity
Hello, I have been trying to implement everything from the character controller and grabbing objects using touch controllers from scratch. I have set up my player object such that when I want to rotate I rotate a parent object and not the camera itself since I have no access to it thanks to the way VR is implemented in Unity. Now I am getting my Velocity for my Controller like this OVRInput.GetLocalControllerVelocity(RightOrLeftController) and this works fine. But when I rotate camera and toss an object the physics works the opposite direction because I am guessing the controller velocity is relative (local) to parent object. How do I get Controller Velocity with respect to the world and not local to an object?3.2KViews0likes1CommentAdd physics to hands
Hi all! I'm using the latest version of Oculus plug-in and Oculus version. I've found tutorial on how to add interaction with hand, by pinching, for example. I checked for the "HandInteractionTrainScene" scene and it works fine. But, I can only interact with object using the "pointer" behind my hands. I would like to know if it is possible to add physics to the entire hands, so I can push item with my palm for example. What I would like, for example, is to be able to open or close a door with my hands using my finger around the handle. Is it possible yet to do such a thing using Unity and the oculus plug-in? Thanks a lot! EDIT : I'm just blind. there is a tutorial that explains everything we need to know... (I can't add links)751Views0likes0CommentsPhysics slowdown with framerate?
Hi, Developing in Unity 5.4 - I've found that physics calculations slow down relative to the frame rate, is this expected? There seems to be some other slowdown such as animation of texture sheets. When using the Vive the framerate hiccups don't seem to mess with the physics but with Oculus things go all floaty when the framerate dips. Is there any way to prevent this or is it likely I'm doing something wrong? Thanks!3.7KViews0likes14CommentsGrabbing Objects with Multiple Rigidbodies in Unity
Hi folks, I am having trouble figuring out the best way to handle this situation. I am using Rift and the OCVRgrabber/grabbable scripts. In the game, the player is going to assemble an object. The “main object” has a rigidbody. Its child gameobjects are just colliders. I have had success allowing the players to attach pieces. The pieces have rigidbodies. When I attach the piece, I make it a child to the “main object”. I am having to remove the piece’s rigidbody because setting it to kinematic does not work. The piece seems to react to gravity or cause the main object to float in midair. I suspect that when the grabber grabs the main object (changing it to kinematic), it affects the rigidbody of the child. I need the rigidbody to still be attached, because I want to be able to remove the piece later. I will need to know what piece my grabber is colliding with to be able to pull it off. Is there a recommended way of having a grabbable object that has multiple rigidbodies attached? Or should I be thinking about fixed joints or a script to keep the items together without parenting?991Views0likes1CommentHow do I keep the Oculus Avatar hands from penetrating a rigidbody?
i made a punching bag game. and it works to some extent. But with oculus touch if i punch closer my avatar hand can go through the bag. I put RIgidbody and sphere colliders on the avatar hands. Setting the mass of the bag to something high doesn't do anything. If the hand penetrates the bag , the bag goes swinging like crazy , fast and far. I would like the hands to never penetrate the bag but instead just collide with the outside. Just experimenting i noticed setting a high mass to the bag didn't help at all so i just tried setting the bag's mass to 1 and the hands rigidbody mass to 0.03. Doesn't really work.Solved1.8KViews0likes1Comment