Hi Jose, here is a video recording
https://www.youtube.com/watch?v=UeyJtU7u_e0
I have taken the liberty to send to the support email a unity package with the scene and scripts.
Observations
1. Resistance to pass through
- volume: large better than small
- object mass: heavy better than light
- particle mass: heavy better than light
- mass ratio does not seem to be important
2. Forceps passes through freely
3. Mesh does not always animate with particles
=====
I suspect the cause of heavy object mass resisting better, could be my VR setup.
My VR hand setup is like this.
Hand Controller --> Hand Grabber --> Object
Hand Controller
- Controller mesh visual
- XR Action-based controller
- Rigidbody kinematic
- Config joint to "Hand Grabber"
Hand Grabber
- Sphere mesh visual
- Rigidbody non-kinematic
- On grab, config joint attaches to tool
- joint translates tool with linear drive (but changed to limited linear motion to obtain joint forces in the video)
- joint rotates object with Slerp drive
=====
Really, what I need is 2 things:
1. forcep is resisted by the skin cloth (resists pass-through)
2. when forcep is resisted, it is visibly pushed away from the VR hand (ie the force acting on the forcep is large enough).
Hopefully the forceps can behave more like the blue sphere or large blue cylinder.
It is ok if the forcep eventually passes through if the user keeps pushing.
https://www.youtube.com/watch?v=UeyJtU7u_e0
I have taken the liberty to send to the support email a unity package with the scene and scripts.
Observations
1. Resistance to pass through
- volume: large better than small
- object mass: heavy better than light
- particle mass: heavy better than light
- mass ratio does not seem to be important
2. Forceps passes through freely
3. Mesh does not always animate with particles
=====
I suspect the cause of heavy object mass resisting better, could be my VR setup.
My VR hand setup is like this.
Hand Controller --> Hand Grabber --> Object
Hand Controller
- Controller mesh visual
- XR Action-based controller
- Rigidbody kinematic
- Config joint to "Hand Grabber"
Hand Grabber
- Sphere mesh visual
- Rigidbody non-kinematic
- On grab, config joint attaches to tool
- joint translates tool with linear drive (but changed to limited linear motion to obtain joint forces in the video)
- joint rotates object with Slerp drive
=====
Really, what I need is 2 things:
1. forcep is resisted by the skin cloth (resists pass-through)
2. when forcep is resisted, it is visibly pushed away from the VR hand (ie the force acting on the forcep is large enough).
Hopefully the forceps can behave more like the blue sphere or large blue cylinder.
It is ok if the forcep eventually passes through if the user keeps pushing.