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Help  Grab the middle of a rope?
#14
(04-05-2018, 04:13 PM)darkcser Wrote: Thanks for the reply!

I will set it up manually this time, and give it a whirl. 

VRTK is still kind of mystifying for me at times in the way that it behaves. For some reason with the github version of 3.3.0a it always has the controllers invisible for me. The updateposes issue was supposed to have been fixed but they still don't show up. I spent hours messing with it until it suddenly just showed up by itself -I thought it was because I opened the custom controller scene. Of course I then tried it on another clean copy from github but of course it didn't work, and the controllers were still invisible. Some odd combination of events or changes fixed it. Now I just branch off of the mysteriously working version... 

There's this section from Github:

(https://github.com/thestonefox/VRTK)

Important Note

The example scenes no longer contain the VRTK_SDKManager as this is loaded in at runtime via the VRTK_SDKManager_Constructor scene. As the VRTK_SDKManager script is responsible for setting up the required Unity Scripting Define Symbols for installed SDKs it is required that the VRTK_SDKManager_Constructor scene is opened in the Unity Editor when first using the project or when installing a new supported SDK so it can set up the scripting define symbols. The example scenes will not work until the scripting define symbols have been set up correctly so please ensure that the VRTK_SDKManager_Constructor scene is loaded into the Unity Editor first.

I'm not quite sure what "ensure that VRTK_SDKManager_Constructor scene is loaded into the Unity Editor first." I tried loading that scene and another example scene at the same time but it didn't seem to do anything different.

Hopefully with version 4, things will be a bit more transparent. I was a bit disappointed that it was Oculus that sponsored them instead of HTC. I hope the SteamVR support continues to be good.


I tried to do the manual setup instructions from above. In addition I added the left and right controllers to SDK Manager script aliases and also VRTK InteractGrab and VRTK InteractTouch to both controllers. Also had to remember to disable the main camera -my controllers were very far from the headset until I realized that the main camera was still enabled. 

I can see that SDKManager.Instance is being populated when it's called on line 70 in Awake. It looks like the issue might be with HandleSolverCollision when I try it this way.  The event handler seems to be triggering all the time despite the contacts being zero. Is this the expected behavior? I thought it should only trigger when an ObiCollider touches a particle in an actor associated with the solver?

I can see the programmatically generated obi colliders on the controllers but when the controller goes through the rope though it still doesn't show any contacts. Oddly enough if I put an Obi Collider at design time on the controllers I can see the contacts from collisions. Do Obi Colliders created at runtime need to be registered somehow?
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Messages In This Thread
Grab the middle of a rope? - by BlueTel - 24-08-2017, 04:16 PM
RE: Grab the middle of a rope? - by josemendez - 24-08-2017, 05:47 PM
RE: Grab the middle of a rope? - by niZmo - 02-09-2017, 07:56 PM
RE: Grab the middle of a rope? - by Parker - 12-09-2017, 04:12 AM
RE: Grab the middle of a rope? - by niZmo - 12-09-2017, 04:31 AM
RE: Grab the middle of a rope? - by Parker - 12-09-2017, 02:01 PM
RE: Grab the middle of a rope? - by darkcser - 28-04-2018, 10:24 PM
RE: Grab the middle of a rope? - by niZmo - 30-04-2018, 06:42 PM
RE: Grab the middle of a rope? - by BlueTel - 08-09-2017, 04:20 PM
RE: Grab the middle of a rope? - by niZmo - 01-05-2018, 06:08 AM
RE: Grab the middle of a rope? - by darkcser - 02-05-2018, 05:19 AM
RE: Grab the middle of a rope? - by niZmo - 03-05-2018, 12:54 AM
RE: Grab the middle of a rope? - by darkcser - 04-05-2018, 04:13 PM
RE: Grab the middle of a rope? - by darkcser - 05-05-2018, 07:42 PM