12-22-2016 12:33 PM
01-02-2017 03:16 AM
dvir said:
@clint205: the best place for that would probably be in the Grabbable script, in GrabBegin and GrabEnd. You'll want to get a reference to the LocalAvatar's OvrAvatar component at that point, and then set avatar.RightHandCustomPose to the transform you made through this example: https://developer3.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/#avatars-sdk...
For a really, really quick hack, drag the GameObject prefab you made from that tutorial to the Resources folder, call it for example "customHandPose", and then put this at the end of your Grabbable.GrabBegin call:
GameObject.FindObjectOfType<OvrAvatar>().RightHandCustomPose = ((GameObject)Resources.Load("customHandPose")).transform;
Let me know if that is still not clear 🙂
01-02-2017 03:17 AM
01-03-2017 03:47 PM
01-03-2017 03:56 PM
pjenness said:
Is it just me, or has the original functionality of OVRTouch gone where a fist or pointed finger generated collision detection?
I used to be able to punch rigid bodies, but not with the new Avatar based hands.
01-03-2017 04:02 PM
fancyfennec said:
Why is it so jittery when you hold an object? This should work even if Interpolate is set to none. I have a touch project with grab that I made from Ben Roberts' YouTube tutorial, and that works without the jitter. There has to be another solution than changing the Physics time step.
01-05-2017 01:07 PM
01-05-2017 03:48 PM
mfmf said:
fancyfennec said:
Why is it so jittery when you hold an object? This should work even if Interpolate is set to none. I have a touch project with grab that I made from Ben Roberts' YouTube tutorial, and that works without the jitter. There has to be another solution than changing the Physics time step.
It's jittery because you're updating the object's position at a different frame rate than that of the HMD or of the hand. With that exact approach, it's going to be jittery.
There are many other approaches. Parenting is a simple one. If you need solid physics, you can separate the visual mesh and rigid body, and parent the visual mesh while updating the rigid body at a lower frame rate.
01-05-2017 03:50 PM
Rave185 said:
@pjenness
Thanks for the code sample! Just having a bit of trouble, it doesn't recognize the word User and continues to error out. Any idea why that could be happening?
01-09-2017 10:55 AM
01-11-2017 07:22 PM
Rave185 said:
Still having trouble getting custom player avatars working though. The generic fallback avatar works, but no custom ones.