OVRGrabber and Crossplatform development - not working with Vive wands
Hi There,
I've been working on getting OVRGrabber.cs in the AvatarGrab scene to work across both Vive and Rift. I am using Unity 2018.3.
I'm running into odd behavior where AvatarGrabberRight and AvatarGrabberLeft won't move along with the controllers (using openVR and Vive wands)
When using the Rift all works fine.
I think I've isolated the problem to the rigid body and physics system:
inside void OnUpdatedAnchors() -
I've been working on getting OVRGrabber.cs in the AvatarGrab scene to work across both Vive and Rift. I am using Unity 2018.3.
I'm running into odd behavior where AvatarGrabberRight and AvatarGrabberLeft won't move along with the controllers (using openVR and Vive wands)
When using the Rift all works fine.
I think I've isolated the problem to the rigid body and physics system:
inside void OnUpdatedAnchors() -
GetComponent<Rigidbody>().MovePosition(destPos);
GetComponent<Rigidbody>().MoveRotation(destRot.normalized);
both work as expected with the Rift but not at all with the Vive.
In order to get things moving with the Vive wands I need to swap to:
Assigning the new position and rotation directly still doesn't get the grabbing working with the Vive but at least the game objects are mirroring the controllers successfully.
Testing this with the Rift works but results in less realistic movement when throwing due to bypassing the rigidbody I believe.
I know the cross-platform support is rather new but I was hoping someone might have some suggestions why this might be happening and how I could go about fixing it?
Thanks!
- Ryan
both work as expected with the Rift but not at all with the Vive.
In order to get things moving with the Vive wands I need to swap to:
transform.position = destPos;
transform.rotation = destRot.normalized;
Also - with the vive wands I need to move OnUpdatedAnchors() to be done in Update() as FixedUpdate() only fires once on startup.
Also - with the vive wands I need to move OnUpdatedAnchors() to be done in Update() as FixedUpdate() only fires once on startup.
Assigning the new position and rotation directly still doesn't get the grabbing working with the Vive but at least the game objects are mirroring the controllers successfully.
Testing this with the Rift works but results in less realistic movement when throwing due to bypassing the rigidbody I believe.
I know the cross-platform support is rather new but I was hoping someone might have some suggestions why this might be happening and how I could go about fixing it?
Thanks!
- Ryan
