playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Adam Z

Pages: [1] 2 3 ... 12
1
PlayMaker Help / Re: Playmaker Actions for XR?
« on: September 14, 2020, 10:53:14 AM »
From a previous I posted this:
"Hey Eric, I was able to get your Playmaker Actions loaded without any issues.  I am a bit lost with how to get the position and rotation of the controllers. So I'm using 'Get XR Device Transform Info' action, every frame, but I'm not getting the coordinates.  I added three 'XR Controller Input.cs' scripts to an empty game object, and and choose Left Hand, Right Hand, and Head for those. Is there something else I need to do?"

I think we also talked on Discord (it was a while back), I did ask some questions and you never replied to them there.

2
PlayMaker Help / Playmaker Actions for XR?
« on: September 14, 2020, 07:53:27 AM »
Hey, anyone know where I can find some Playmaker Actions for XR? There's plenty for Oculus, but nothing specific for XR.

I tried to use tcmeric's Actions, but there's some functionality missing and he's been a bit unresponsive.

Thanks.

3
VR Help / Re: VR hands not passing through walls?
« on: July 01, 2020, 02:48:03 PM »
Then have the VR hand object 'follow' the 'empty object' (real hand)
The follow part can be more tricky to do
the vr hand should have colliders and probably you will need some raycasts to for example stop following toward, but possibly still follow sideways.
Thanks for your suggestions. I have a full body IK controller that's working, but I'm trying to make it a bit more immersive. I was thinking about also using Unity's Animation Rigging Tools in conjunction with what you suggested; colliders and raycasts for determining finger positions, etc. but I haven't had much success.

I figured I would throw my question out there to see if someone actually got this working, or has some ideas like you did. :)

4
VR Help / VR hands not passing through walls?
« on: July 01, 2020, 12:56:32 PM »
Hey everyone, does anyone have thoughts on the best way to achieve this? Instead of your hand going through a wall, your VR hand stops at the wall even though your real hand keeps moving forward. Then if you pull your real hand back and it passes the VR wall you went through, you VR hand springs back to the correct position. There's a good example in Half Life: Alyx.

I'm also interested on how I can achieve a VR hand rotating around the surface of an object.

Any thoughts would be helpful! Thanks.

5
Share New Actions / Re: XR (VR) Input Actions
« on: June 19, 2020, 08:45:45 AM »
Package has been updated to include getting/ setting controller positions, rotations, velocity, device info, etc.
Hey Eric, I was able to get your Playmaker Actions loaded without any issues.  I am a bit lost with how to get the position and rotation of the controllers. So I'm using 'Get XR Device Transform Info' action, every frame, but I'm not getting the coordinates.  I added three 'XR Controller Input.cs' scripts to an empty game object, and and choose Left Hand, Right Hand, and Head for those. Is there something else I need to do?

6
PlayMaker Help / Re: Trigger Event using XR Inputs
« on: June 18, 2020, 08:17:54 AM »
It looks like you are missing one script that is required from my package. It acts as a proxy script. Therefore it should be in your scene on one gameobject. It then has a few settings to fillout.
Thanks, I'll give it another go tonight!

7
PlayMaker Help / Re: Trigger Event using XR Inputs
« on: June 17, 2020, 08:37:24 PM »
Hit me up on the slack channel if you need any assistance with it. I am there almost every day.
Hey, I never used Slack before, but I was a bit confused on how it works. I saw a 'playmaker-assistance' channel, but I wasn't sure if I need to look for you or just post my question and you'll eventually see it...

Anyways, I downloaded your actions and added them to a custom folder I created. I'm not sure if that's the correct way to add them or not. If it is, I'm getting a variety of errors (see attached).  Any thoughts on those?

I'm running Unity 2019.4.of1, and 3.2.12 of the XR Plugin Manager. Reading your Tutorials section on Github, I'm a bit confused on how to set this up.  There is no longer the 'XRControllerInput.cs' script.  If I create a Stationary XR Rig that comes from Unity, it automatically adds the 'XR Interaction Manager'.  I probably need some other scripts too. Would you mind walking me through that?

Thanks for your help.


8
PlayMaker Help / Re: Trigger Event using XR Inputs
« on: June 17, 2020, 06:20:19 AM »
Hit me up on the slack channel if you need any assistance with it. I am there almost every day.
Will do, thanks.

9
PlayMaker Help / Re: Trigger Event using XR Inputs
« on: June 17, 2020, 06:03:13 AM »
How dare you!?  8)

Yeah, that is me. Its in a game that is out in Beta right now. So it appears to be all working.
I'll give it a try, thanks.

10
Share New Actions / Re: XR (VR) Input Actions
« on: June 17, 2020, 06:02:31 AM »
Package has been updated to include getting/ setting controller positions, rotations, velocity, device info, etc.

Thanks for this!

11
VR Help / How to identify XR buttons?
« on: June 01, 2020, 01:14:44 PM »
Hi, so I'm trying to get my Oculus Quest VR buttons to work. Under 'Windows > Analysis > XR Interaction Debugger' I'm seeing that my right controller's input is called "GripButton". When I create a State and use 'Get Button Down' and call Button Name to "GripButton", it does not advanced to the next State. It could be that it's not detecting that controller since there's a left and right one. Any thoughts?

Thanks!

12
PlayMaker Help / Re: Help with Trigger Event in VR
« on: April 29, 2020, 11:35:57 AM »
Have you tried adding a Rigidbody component to your hand and setting it to kinematic?

That worked, thanks!

13
PlayMaker Help / Help with Trigger Event in VR [SOLVED]
« on: April 28, 2020, 03:17:47 PM »
Hey. So I'm trying to get my VR hand to trigger a collider but I can't get it to work.

I have a sphere that changes color when the box collider is entered. If I don't choose a Collider Tag, as soon as the player moves towards it the sphere changes color since the OVRPlayerController has a Character Controller attached (which has a capsule collider integrated).


As my VR hand I'm using a sphere as a placeholder. If I choose a Collider Tag in the 'Trigger Event' Action and set it as 'Player', and set my hand sphere Tag as 'Player', when I Play the scene and my hand sphere interacts with the cub collider, it does not work. I think it's because the hand sphere collider is within the Character Controller collider.  Is that's why it's not working, it has a problem when two colliders intersect? Any way around that?

Thanks!

14
PlayMaker Help / Re: Trigger Event using XR Inputs
« on: April 27, 2020, 06:09:51 AM »
 I picked up an Oculus Asset too so that works. I thought the Input Manager would have something setup to call buttons, but everyone I talked with said that isn't the case for now.

15
PlayMaker Help / Re: Trigger Event using XR Inputs
« on: April 25, 2020, 10:23:25 AM »
I guess not a lot of people use Playmaker for VR.

Pages: [1] 2 3 ... 12