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PlayMaker Help / Re: Block movement of an object from one position to another with a collider?
« on: January 06, 2021, 06:48:12 PM »
Anyone have any thoughts? Thanks!
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Then have the VR hand object 'follow' the 'empty object' (real hand)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.
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.
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?
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!
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...
Hit me up on the slack channel if you need any assistance with it. I am there almost every day.Will do, thanks.
How dare you!?I'll give it a try, thanks.
Yeah, that is me. Its in a game that is out in Beta right now. So it appears to be all working.
Package has been updated to include getting/ setting controller positions, rotations, velocity, device info, etc.
Have you tried adding a Rigidbody component to your hand and setting it to kinematic?