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How to fix the issue of fluid spilling outside an object?
#1
Hi! Here is a video that shows the issue I'm facing: https://drive.google.com/file/d/1ZFmZ-Da...sp=sharing. I want the liquid to stay inside the beaker/flask even when I move the object around quickly, and especially when I try to stir the liquid. How can i accomplish that? Thanks in advance Corazón
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#2
(25-01-2025, 12:41 AM)vivi_j Wrote: Hi! Here is a video that shows the issue I'm facing: https://drive.google.com/file/d/1ZFmZ-Da...sp=sharing. I want the liquid to stay inside the beaker/flask even when I move the object around quickly, and especially when I try to stir the liquid. How can i accomplish that? Thanks in advance Corazón

Hi,

Most often the problem lies in how the container is being handled: if it's not moved using physics, physics objects will end up outside of the container quite easily due to tunneling.

How are you moving the container around? are you using Unity's XRGrabIteractable? If so, make sure you're using velocity tracking as the movement type.

kind regards,
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#3
(Yesterday, 09:08 AM)josemendez Wrote: Hi,

Most often the problem lies in how the container is being handled: if it's not moved using physics, physics objects will end up outside of the container quite easily due to tunneling.

How are you moving the container around? are you using Unity's XRGrabIteractable? If so, make sure you're using velocity tracking as the movement type.

kind regards,
I'm moving it using OVRHand which I think uses velocity by default unless I'm missing something.
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#4
(3 hours ago)vivi_j Wrote: I'm moving it using OVRHand which I think uses velocity by default unless I'm missing something.

I’m not familiar with the Oculus SDK, but seems like It doesn’t. As soon as you grab a OVRGrabbable object, it becomes kinematic:
https://github.com/fbsamples/oculus-netw...abbable.cs

A kinematic rigidbody doesn’t have linear or angular velocities, and can’t receive forces. As a result it cannot realistically interact with other physical objects.

Not sure how the Oculus API would allow you to interact with rigidbodies. I’d suggest asking Meta or looking at their documentation regarding this matter.

Kind regards,
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