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September 12, 2025
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Distance Grab - Fails after 1 attempt

  • September 12, 2025
  • 1 reply
  • 114 views

Hi, I'm getting a problem with the distance grab function using the Meta Interaction SDK. 

Using the Quick Actions, I am adding the utility to my grabbable object. When I test the grab, it works fine the first time. 

However after the first 'pinch', the second pinch returns the console error 'Setting linear velocity of a kinematic body is not supported'. The resulting behaviour of the grabbable object is that it moves only halfway to my pinching hand and then stops. 

I'm using the built in render pipeline and the OculusXR plugin.

Any help would be great!

    This topic has been closed for replies.
    Best answer by 4tothefloor

    Hey there!

    Sorry to hear you're having issues with your grabbable objects, I get how frustrating that can be. From what I can tell, the error your getting is because the Meta Interaction SDK's distance grab logic is trying to set the velocity of a Rigidbody which is set to the body type "Kinematic". 

    This is because in Unity, kinematic Rigidbodies are not controlled by physics and do not support velocity changes. Which means any attempt to set their velocity will throw this error.

    This is a known issue when using the Interaction SDK's Quick Actions to add distance grab to objects, especially when the object's Rigidbody is toggled between kinematic and non-kinematic states during grab and release cycles. This is why after the first grab the object may remain kinematic, but the SDK still tries to use a "velocity drive" mode, causing the error on later grabs.

    My advice would be to set isKinematic = false, which should change the body type to dynamic. Let me know if that works for you, and if not, please feel free to reach back out and we can troubleshoot further!

    -G

    1 reply

    Meta Employee
    September 12, 2025

    Hey there!

    Sorry to hear you're having issues with your grabbable objects, I get how frustrating that can be. From what I can tell, the error your getting is because the Meta Interaction SDK's distance grab logic is trying to set the velocity of a Rigidbody which is set to the body type "Kinematic". 

    This is because in Unity, kinematic Rigidbodies are not controlled by physics and do not support velocity changes. Which means any attempt to set their velocity will throw this error.

    This is a known issue when using the Interaction SDK's Quick Actions to add distance grab to objects, especially when the object's Rigidbody is toggled between kinematic and non-kinematic states during grab and release cycles. This is why after the first grab the object may remain kinematic, but the SDK still tries to use a "velocity drive" mode, causing the error on later grabs.

    My advice would be to set isKinematic = false, which should change the body type to dynamic. Let me know if that works for you, and if not, please feel free to reach back out and we can troubleshoot further!

    -G