16-10-2024, 01:28 AM
(14-10-2024, 08:23 AM)josemendez Wrote: Everything collision-related seems ok. Double check that your flask mesh is readable by the CPU, (in the model import settings, check "read/write enabled") otherwise the engine won't be able to read the mesh data and as a result nothing will be able to collide against it.The mesh wasn't readable - thanks for catching that!
In the ObiSolver component, there's a warning stating that you haven't installed any of the Burst dependencies. As a result, Obi will run slower than it could. Please check the setup guide:
http://obi.virtualmethodstudio.com/manua...setup.html
http://obi.virtualmethodstudio.com/manua...kends.html
Everything that happens in a game happens because there's a script doing it (either written by you, or part of a library/asset). So not sure what you mean by "manually", as opposed to script-driven?
There's basically two ways to move an object: via physics or via modifying its transform. The most common one is modifying the transform, like this:
Code:object.transform.position = newPosition;
This is to be regarded as "teleportation", since the object will ignore physics and just get moved to a new position instantly. So if you were doing flask.transform.position = hand.position; that would not allow the flask to contain fluid as the fluid would have no clue when/where the flask is going to move: the flask would just move to a new position and leave the fluid -or other objects contained inside it- behind.
Moving an object via physics involves modifying the object's velocity, either directly or indirectly (adding a force, impulse, acceleration, etc) which is what the OVR HandGrabInteractable script does, judging from its documentation.
kind regards,
By manually, I meant moving an object with OVR hands, but yes - I've looked thru the documentation and it looks like it does move as intended. Thanks, again