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Newtonvr unity forum
Newtonvr unity forum












newtonvr unity forum

In the drawer there's a gun that has a configured NVRInteractableItem.InteractionPoint set to the handle. There's a tiny box on top that you can use to try and push over the stack of boxes with to see an example of the mass based system. There's some stacked boxes which have NVRInteractableItem components on them. The scene includes one of each of everything: NVRInteractableItem We've got everything scaled up by a factor of 10 because PhysX seems to work more reliably with larger colliders. This is not required, just recommended.Īfter you've got the project you can check out our example scene in NewtonVR/Example/NVRExampleScene. On windows, open a command line as administrator and use the following command to create a link: mklink /D c:\git\MyProject\Assets\NewtonVR c:\git\NewtonVR\Assets\NewtonVR The first parameter is the location you want to put NewtonVR and the second parameter is the location of your local NewtonVR repo. You can get the desktop github client here. I recommend you clone the repo locally and create a symbolic link to your project so you can get updates and merge changes cleanly. The meat of the project is in the NewtonVR folder. We've included SteamVR so the project compiles and will try and keep the version updated. This allows you to press a button on a control panel for example. If your controller is *not* hovering over an interactable object, and you hit the grip button, your controller becomes a physical object that you can use to interact with the world. Using the grip buttons to hold an item frees up other buttons on the Vive controller for items that are designed to be used while held (for example holding a gun and then pressing the trigger button to fire). But, if you use the system with the defaults, then pressing grip button(s) will let you pick something up and releasing it will drop (or throw) the item.

newtonvr unity forum

#Newtonvr unity forum code

One of the benefits of releasing the code with this system is that if you disagree you're welcome to change the mappings. We feel like the benefit gained by using the grip buttons outweighs the trouble users can have with them.

newtonvr unity forum

We also give you the option to dynamically let the controllers turn into physical objects on a button press.Ī hotly debated issue is whether or not to use the grip buttons to pick things up. We've created a few physical UI elements to help with basic configuration and menu type scenarios. This lets you pick up a box from its corner as well as pick up a gun and have it orient to the grip. Items can be configured to be picked up at any point, or when grabbed can rotate and position themselves to match a predefined orientation. For more information on this style of mass based interaction see this post by Nick Abel. For example, if you have two boxes of the same mass they can push each other equally, but a balloon, with considerably less mass, can't push a box. Held items interact with other rigidbodies naturally - taking mass into account. Items don't pass through other items (rigidbodies), or the environment (non-rigidbodies). into the Unity Physics system.Our system allows players to pick up, drop, throw, and use held objects. I’m wondering whether there is a possibility for some kind of ‘hybrid’ collision, where I could plug the SteamVR controller’s velocity, location etc. This sort of works, but with a huge delay the paddle is always lagging way behind the controller - so this is not an option.Īnother thing I’ve been trying is to implement my own physics code for the paddle, but in a way I feel like this shouldn’t be necessary as the controller already tracks all of the same variables as the ‘normal’ rigidbodies do, such as velocity etc. I also turned on interpolation to make sure moving the paddle too quickly doesn’t make it go through the ball. One thing I’ve tried is to mark the object as IsKinematic and to match its position to the controller using MovePosition and MoveRotation on the paddle Rigidbody. As such it creates issues like the paddle moving through the ball when the controller moves too quickly, or the velocity of the controller not mattering in the collision since its rigidbody’s velocity is always zero. But it doesn’t, as the controllers are not Rigidbodies and their movement works separately from the Unity physics system. The idea seems simple enough add a paddle gameobject to the controller, add colliders to the paddle and ball and it should all work itself out. Over the last few days I’ve been attempting to make a simple table tennis game using SteamVR and the HTC Vive.














Newtonvr unity forum