11-02-2021, 09:33 AM
(This post was last modified: 11-02-2021, 09:35 AM by josemendez.)
(10-02-2021, 06:29 PM)Xanduffy Wrote: Thanks a million Jose! Watching the video I realised that absolutely the only difference between our setups was the form of input, so I overhauled the input system and put together a script to read button inputs more directly and it worked! Gonna try do a bit more digging to find out why, all I can say for now is that invoking the Grab and Release methods in the XR Interactor inspector does not work, maybe that will help someone else if they come across this thread.
I still have a number of issues to resolve as the rope does not respond well to the hands rotating while holding it, and the attachment point ends up quite far from the hand colliders for some reason, but it's such a relief to have the basic grab working, thank you very much for the help.
I don't have that much experience with VR (mostly Oculus Quest/Rift using their own SDK, never used Unity's XR stuff) but according to the documentation interactors only are able to interact with interactable colliders. So they will only fire events when in contact with an interactable:
https://docs.unity3d.com/Packages/com.un...index.html
I might be wrong, but at a first glance this seems like a plausible explanation for why the collision events were only working when the hand was in contact with the hook.
cheers!