Hi guys, hope you enjoyed this video. Here is a little bonus for you. Bellow you will find a script that you can attached to any gameobject with an HingeJoint and that will trigger a particular Event when it reached its min or max limit. You can use it to trigger anything you want with the lever for example !! :) ------- using UnityEngine; using UnityEngine.Events; public class HingeJointListener : MonoBehaviour { //angle threshold to trigger if we reached limit public float angleBetweenThreshold = 1f; //State of the hinge joint : either reached min or max or none if in between public HingeJointState hingeJointState = HingeJointState.None; //Event called on min reached public UnityEvent OnMinLimitReached; //Event called on max reached public UnityEvent OnMaxLimitReached; public enum HingeJointState { Min,Max,None} private HingeJoint hinge; // Start is called before the first frame update void Start() { hinge = GetComponent(); } private void FixedUpdate() { float angleWithMinLimit = Mathf.Abs(hinge.angle - hinge.limits.min); float angleWithMaxLimit = Mathf.Abs(hinge.angle - hinge.limits.max); //Reached Min if(angleWithMinLimit < angleBetweenThreshold) { if (hingeJointState != HingeJointState.Min) OnMinLimitReached.Invoke(); hingeJointState = HingeJointState.Min; } //Reached Max else if (angleWithMaxLimit < angleBetweenThreshold) { if (hingeJointState != HingeJointState.Max) OnMaxLimitReached.Invoke(); hingeJointState = HingeJointState.Max; } //No Limit reached else { hingeJointState = HingeJointState.None; } } }
Your videos are fantastic, just stumbled across you there other day and loving the content. You don't waste time with long intros or fluff, just straight into the doing of things.
Thanks for being so detailed! For me, the user interface was really hard to get used to at first. But, like any software, it becomes pretty simple after a while and pretty user friendly. Good stuff!
Valem, I currently work with UNMC in VR simulation and there has been so many times your videos have saved me. Thank you so much for all your hard work!
Valem, tu résouds tous mes problèmes. Un grand merci. Je vais essayer d'implémenter tes solutions dans mon projet, et ensuite j'irai sur ton patreon. Incroyable, après m'être infusé des tutoriels incompréhensibles pendant des plombes, j'ai enfin trouvé tes vidéos et je n'ai plus qu'à suivre le guide... Je viens de regarder les 7 à la suite ! Encore merci, j'espère que je vais y arriver.
Great video as always, but could I suggest a tutorial on creating custom hand poses for grabbing different shapes? As having the player's hands disappear every time you grab is very immersion breaking.
Thanks for making this video! I've been trying figure out how to optimally use the physics joints in Unity for VR. You really explain it well and your approach will be universal to other Unity VR interaction frameworks too.
This is excellent. I wasn't expecting it to be so straight forward. The only thing I would say is missing is having Unity detect the extents of the lever and make something happen. So if you pull it all the way down, have it play a sound and invoke an event that other game objects can listen to.
love the series man im working on my final year project and decided to build a VR racing game and this series is really helping specially this video keep up the good work
I've been subscribed for awhile but have really been out of coding VR for awhile. Since playing half life VR I have been waiting for a proper implementation without any crazy hacks for doors and drawers and such. This is so much awesome I can't thumbs up enough. Thank you!
Hi Valem, I don't know wheter you will read this or not, but i do really thank you for all of your videos. My final degree project was made with VR and didn't know almost anything, and all your tutorials have helped me a lot. As soon as I find a job, i can ensure you that you'll have another patreon subscriber ❤︎.
My Grab Ray Ignore layer won't work. I disabled body to grab ignore, but the ray still shows up and interacts. Edit: Fixed! select both (left/Right) Ray Interactor(s), go to XR Ray Interactor and go to Raycast Mask, disable everything first, then enable UI, and Grab.
Spent 6 hours with chatgpt trying to make this lever, found your video - 5 mintutes - resolved. One tip for those who're stuck - don't put the rotation inside the floor, otherwise it'll bounce back
hey @Valem thanks so much for the tuts. i was able to use the hinge joint on the lid of a pirates chest. i also added a rigid body to the bottom part of the chest and set it as the link rigid body for the joint, that way when i can pick up the chest to carry it around and also if i grab the front i can open it up with the joint. it works great.
I am stuck on the drawer section, for some to me unknown reason I can push the drawer through the back wall of the cabinet. Is there anyway to fix this?
We are several with the same issue (mainly lever / door stabilty) we opened some thread on it (RUclips does not let me put the link...), you can find us by taping "xr plugin grab hinge joint" on Google.
Actually, the InteractionLayerMask is a bit confusing and it doesn't help the documentation is wrong. Looking at the code, it doesn't care about the GameObjects layer, but just misuses the layers for its layer mask. It is better to think like this: * For interactables: Flag the object for what kind it is. - Gun should be pickable directly and remotely and slottable into inventory: Set Interaction Layer Mask to RemoteGrabbable, DirectGrabbable, Slottable. * For Interactors: Flag the layers that should work with this interactor. - RemoteGrabber? Set mask to RemoteGrabbable only. - Inventory socket? Set mask to Slottable only. With this thinking, you don't even need to change any layers in the game objects. Everything can be set to default. At least regarding XRIT interactions.
I don't know if you're still looking for the help with this at all, but VR enemies and regular 3D Unity enemies wouldn't be that different. You could likely use some regular Unity tutorials or something.
The offset grabbable stuff doesn't work very well, from what I can see anyway. If you grab the drawer and then rotate your hand (without moving the position of it) the draw moves in and out, and when you release you'll see the drawer is in a completely different position to your hand? The door behaves somewhat similarly, but on top of that, simply moving the door, the movement isn't mapped 1:1 to your hand, so you move your hand a small amount, and the door moves a lot. If I switch back to using the default (non-offset) grabbable, all this is fixed, but you get the jump/snap when interacting.
I dont know if it is in another video or if I'm just missing something but my hand does not seem to disappear when I open the door and infact you can see it no where near the door handle (When the player moves) ASWELL as being able to move far away while "still holding it" and then the door spazzing out.
It is behaving very strangely for me. I Had to put on both colliders set to trigger because it would glitch out but when i got it working. It would behave weird. when i grabbed it, it doesn't read with the forward or backward motion but rather me just spinning my hand. Does anyone have a fix for this?
Hey @Valem, do you remember how you made the tutorial about extending the OVR Grabbable to work with Hand Tracking and the normal OVR Grabber. Any chance of doeing an extension script to the Unity XR Toolkit? :)
I would be really interested in the hand tracking integration as well! I heard that it is not compatible with the xr interactive toolkit yet and I'm curious to see a work around or a proper implementation if it exists yet
Hi, a question. Using hinge joint if I try to pull away farther than where the object is supposed to be, it will then move frantically like a possessed person. Does the script that you gave in the comments counters that, or is there another script needed to handle it?
Maybe a strange question, but in the video you grab a drawer. Where could I plug in a piece of code to execute whenever the drawer is opened ? Is there some kind of event system for that or so I actually have to add a script to the drawer that constantly checks its position in world space ?(using a lot or cpu power)
This is going to make me sound stupid (Probably because I am) but in every one of your wonderful tutorials, if there is code, it does not work. I have tried writing it and using what others have put in the comments and it never works... I am using version 2020.3.25 but almost everything else works. Will this work If I switch versions? Is there something I am missing? Thanks to whoever is reading this!
Great series! I keep coming back to these videos every time I have a problem. Is there any easy way to force a controller to release a held object? I'd like to be able to disable or destroy an item after the player uses it, but I can't as they are still holding it.
I try do this on my current project, but i don't have a good response of my movement when I try to open/close the door :( the feeling is not good, it feel like the door is heavy ... I notice that the movement is more accurate when I rotate my controller same time ... but not very smooth and ergonomic
Awesome video thanks ! I'm trying to do a turn table, or a valve and have difficulty. Any chance you could do a video on circular interactables ? also push buttons :) Thanks !
Your video is helpful. However, I met a problem when trying the lever. The lever always will come back to zero. It will not stay on max and min limit. Even though I adjusted some values, it only reached max limit, and it still does not reach min limit. What should I do?
I had a problem while working on a project with steamvr now. I put interact.cs and throwable.cs on the object to interact with and turned off the rigidbody. Physical force continues to work. Is there a solution?
From way back in the Grab Interaction Video the OnSelectEnter in the offset grab code seems to be OnSelectEntering now i had a few issues with it still snapping cause of this with the drawer
Most of the items in the download file are already inside Unity. That's why you can't import it double. Just use the search bar in unity and look for cabinet.
Oh man, if only you could show how to create buttons that don't rely on gravity and yet the button animation works with VR hands, now that would be the OG.
I got all your different joints to work. However I would like to see a tutorial on how to make twist nobs. I thought at first they would be like tiny levers. They seem to be a bit different to me than that. Any ideas?
Hi man, great work. I am trying to build a mounted gun. I have a handle which controls horizontal and vertical rotation. But when i try this by having hinge joint on parent and child and hand is child of child. Couldnt get it working. Can you help ?
Hi Valem, I have been researching vr, and have come across resources to develop, i need some advice. Do you recommend using the OVR Oculus Integrations together with VRTK or is it better to use the XR resources from this tutorial series? Does it depend on my target platform?
Make sure the objects have a collider. If you're using a mesh collider, you need to have 'Is Convex' checked and 'Is Trigger' is unchecked. If the object is small, try messing with the interpolate and collision detection parameters in case it's clipping through the box collider of the drawer.
@@geouug4529 Thank you. It turns out I had both the objects and the drawer on a 'Grab' layer, and turned off the collision between these two in the Layer Collison Matrix. Putting the objects on a different layer solved the problem :)
im really curious about the lever u made is there a way i can trigger something by pulling it how would the triggers work would be glad to have a tutorial on that
@@ValemVR that's very cool thanks dude I'm actually working on a steering wheel in a car so I'm thinking the more I turn the wheel the more the car turns as well
It works but I have some problems with opening door. When I grab handle and try to open door and next move back without releasing handle then door is unattach from original position. Someone have the same problem and know how to fix this?
guess there is no one to help you, i've been there many times and from 2010 till now, the questions that i asked on different video's never got answered, even not by the uploader. I do not expect it happen soon as well. Big shame, already gave up this project as well like many others where i get stuck and there is no explanation whatsoever or help. Shitworld this is
With the lever, does anyone know of a way where you can find out the rotation value of it between the two limits? This could be used to power something like the claw in a claw machine moving for example.
Hello Valem! Do you use Oculus Link in Play mode? Since recently I'm getting error "Unable to start Oculus XR Pluging". I've tried to change versions of XR Management Plugin and XR Interaction Toolkit. No result. My project worked fine on May. But now it's broken. I'm able to build apk for Oculus Quest, but it's very difficult to debug it. Can you help please?
Thank you a lot!!! But i dont get, why my box dont stop when i closing drawer :( I think its linear limits in + and - at same time.. if i set 0.4 to linear limit that means +0.4 and -0.4..
Hi, Valem. Can you make a tutorial on how to customize object in-game? Like when I select a ball and a menu pops up on my hand and I can customize the ball's texture, color etc
thanks you so much valem for your tutorial, you are doing something that anyone is doing! i got a question, how you will deal with the drawer or the door to dont get clunky or jittering when you hit with a object like the gun or the ball? i dont want to change the layer, i like the "freedom" of close te door using the gun for example.
Hey guys ! I made an update of this series on my channel Valem tutorial that you can find here : ruclips.net/video/fM0k2n7u8sc/видео.html
9:04 god I love that reference. Thank you for both teaching and having excess energy to joke around xD
Hi guys, hope you enjoyed this video. Here is a little bonus for you. Bellow you will find a script that you can attached to any gameobject with an HingeJoint and that will trigger a particular Event when it reached its min or max limit. You can use it to trigger anything you want with the lever for example !! :)
-------
using UnityEngine;
using UnityEngine.Events;
public class HingeJointListener : MonoBehaviour
{
//angle threshold to trigger if we reached limit
public float angleBetweenThreshold = 1f;
//State of the hinge joint : either reached min or max or none if in between
public HingeJointState hingeJointState = HingeJointState.None;
//Event called on min reached
public UnityEvent OnMinLimitReached;
//Event called on max reached
public UnityEvent OnMaxLimitReached;
public enum HingeJointState { Min,Max,None}
private HingeJoint hinge;
// Start is called before the first frame update
void Start()
{
hinge = GetComponent();
}
private void FixedUpdate()
{
float angleWithMinLimit = Mathf.Abs(hinge.angle - hinge.limits.min);
float angleWithMaxLimit = Mathf.Abs(hinge.angle - hinge.limits.max);
//Reached Min
if(angleWithMinLimit < angleBetweenThreshold)
{
if (hingeJointState != HingeJointState.Min)
OnMinLimitReached.Invoke();
hingeJointState = HingeJointState.Min;
}
//Reached Max
else if (angleWithMaxLimit < angleBetweenThreshold)
{
if (hingeJointState != HingeJointState.Max)
OnMaxLimitReached.Invoke();
hingeJointState = HingeJointState.Max;
}
//No Limit reached
else
{
hingeJointState = HingeJointState.None;
}
}
}
Amazing job as always. Thank you so much
Me: *ctrl + c's in visible neediness*
Now thats Epic. Can you make climbing (or you cant do that)
This solves exactly what I was struggling with. THANKS!!
valem this is week can upload a video?
I want to get into vr development and I find these videos incredibly helpful, please never give up on us 🥺
I could tell you might have been watching Dani lately based on 9:07
ye ur right
Your videos are fantastic, just stumbled across you there other day and loving the content. You don't waste time with long intros or fluff, just straight into the doing of things.
these videos are amazing and so helpfull, keep em coming!
continue this series please, I love it and I want to learn more
Thanks for being so detailed! For me, the user interface was really hard to get used to at first. But, like any software, it becomes pretty simple after a while and pretty user friendly. Good stuff!
Valem, I currently work with UNMC in VR simulation and there has been so many times your videos have saved me. Thank you so much for all your hard work!
Valem, tu résouds tous mes problèmes. Un grand merci. Je vais essayer d'implémenter tes solutions dans mon projet, et ensuite j'irai sur ton patreon. Incroyable, après m'être infusé des tutoriels incompréhensibles pendant des plombes, j'ai enfin trouvé tes vidéos et je n'ai plus qu'à suivre le guide... Je viens de regarder les 7 à la suite ! Encore merci, j'espère que je vais y arriver.
Excellent video, Valem!
This series is definitely the best about Unity XR Toolkit I've seen on RUclips.
Thank you!
Great video as always, but could I suggest a tutorial on creating custom hand poses for grabbing different shapes? As having the player's hands disappear every time you grab is very immersion breaking.
In his earlier tutorial of this exact series of tutorials, he explained how to import custom models and animate them depending on inputs.
Jumping and Sprinting with this controller would make this new Subscriber VERY HAPPY!!
Thanks for making this video! I've been trying figure out how to optimally use the physics joints in Unity for VR. You really explain it well and your approach will be universal to other Unity VR interaction frameworks too.
This is excellent. I wasn't expecting it to be so straight forward. The only thing I would say is missing is having Unity detect the extents of the lever and make something happen. So if you pull it all the way down, have it play a sound and invoke an event that other game objects can listen to.
Hi my man, check the pin comment I made I attached a script that does exactly this job! :D
@@ValemVR yep, that's great. I noticed it after I commented.
love the series man im working on my final year project and decided to build a VR racing game and this series is really helping specially this video keep up the good work
I've been subscribed for awhile but have really been out of coding VR for awhile. Since playing half life VR I have been waiting for a proper implementation without any crazy hacks for doors and drawers and such. This is so much awesome I can't thumbs up enough. Thank you!
Hi Valem, I don't know wheter you will read this or not, but i do really thank you for all of your videos. My final degree project was made with VR and didn't know almost anything, and all your tutorials have helped me a lot. As soon as I find a job, i can ensure you that you'll have another patreon subscriber ❤︎.
Lever tutorial starts at 6:15
Love this series, man. Keep it up!
You are really doing a really good work, keep doing this, you help a lot of people!
Hinge joint is useful to know even outside of VR, great things to know from this tutorial
A whole tutorial without coding :O unbelievable :D
I want to say thank you so much for all of your tutorials it helps me A LOT ! Mercii fois 1000
This video has helped loads with my current project, even though I'm using a more updated version.
THANK YOU I'm not making a vr game but it still helped me ALOT in pc gamedev
Hinge joint that is what I was missing thank you!!
You deserve more subs
Nice tutorial these help a lot and im glad u teach them in Unity! 👌
Valem you are awesome, thank you!
9:07 THE ULTIMATE DANI AND VALEM CROSSOVER
ye
You are the best! Thank you so much for helping us!
My Grab Ray Ignore layer won't work. I disabled body to grab ignore, but the ray still shows up and interacts.
Edit: Fixed!
select both (left/Right) Ray Interactor(s), go to XR Ray Interactor and go to Raycast Mask, disable everything first, then enable UI, and Grab.
9:05
what an awesome tutorial! :D
Great Job! This will be very useful for me in the future.
Spent 6 hours with chatgpt trying to make this lever, found your video - 5 mintutes - resolved. One tip for those who're stuck - don't put the rotation inside the floor, otherwise it'll bounce back
hey @Valem thanks so much for the tuts. i was able to use the hinge joint on the lid of a pirates chest. i also added a rigid body to the bottom part of the chest and set it as the link rigid body for the joint, that way when i can pick up the chest to carry it around and also if i grab the front i can open it up with the joint. it works great.
I am stuck on the drawer section, for some to me unknown reason I can push the drawer through the back wall of the cabinet. Is there anyway to fix this?
yo fr did you fix this??
aye, cool stuff man, thanks
Best tutorials ever!!
Hi everybody! Somebody can explain me why when I add box collider to the drawer it start to move itself???
How can I make the player stop grabbing the door if he is walking away? The door even breaks if I grab it and move too far.
Thanks for your videos!
Heya, I have the exact same issue now. Have you maybe found a fix yet?
We are several with the same issue (mainly lever / door stabilty) we opened some thread on it (RUclips does not let me put the link...), you can find us by taping "xr plugin grab hinge joint" on Google.
Actually, the InteractionLayerMask is a bit confusing and it doesn't help the documentation is wrong. Looking at the code, it doesn't care about the GameObjects layer, but just misuses the layers for its layer mask.
It is better to think like this:
* For interactables: Flag the object for what kind it is.
- Gun should be pickable directly and remotely and slottable into inventory: Set Interaction Layer Mask to RemoteGrabbable, DirectGrabbable, Slottable.
* For Interactors: Flag the layers that should work with this interactor.
- RemoteGrabber? Set mask to RemoteGrabbable only.
- Inventory socket? Set mask to Slottable only.
With this thinking, you don't even need to change any layers in the game objects. Everything can be set to default. At least regarding XRIT interactions.
Awesome tutorial Valem! Might I suggest a tutorial for climbing next? Or snap placing grabbables? Like a magazine into a gun, or a key into a lock?
Can you please make a videos about guns.. like ammo, reloading, and ammo clips
What are the differences/benefits for using unity XR instead of Steam/OpenVR ?
Hi i dont have body in my layer. even if i create a layer where should i assign them
I really need to know how to make vr enemies and vr portals for quest, cuz I'm gonna use them for a test game I'm making.
I don't know if you're still looking for the help with this at all, but VR enemies and regular 3D Unity enemies wouldn't be that different. You could likely use some regular Unity tutorials or something.
@@TheRedMC ok, thanks!
The offset grabbable stuff doesn't work very well, from what I can see anyway. If you grab the drawer and then rotate your hand (without moving the position of it) the draw moves in and out, and when you release you'll see the drawer is in a completely different position to your hand? The door behaves somewhat similarly, but on top of that, simply moving the door, the movement isn't mapped 1:1 to your hand, so you move your hand a small amount, and the door moves a lot. If I switch back to using the default (non-offset) grabbable, all this is fixed, but you get the jump/snap when interacting.
I dont know if it is in another video or if I'm just missing something but my hand does not seem to disappear when I open the door and infact you can see it no where near the door handle (When the player moves) ASWELL as being able to move far away while "still holding it" and then the door spazzing out.
Also, what video is it where you create the body layer to stop the objects from pushing the player?
It is behaving very strangely for me. I Had to put on both colliders set to trigger because it would glitch out but when i got it working. It would behave weird. when i grabbed it, it doesn't read with the forward or backward motion but rather me just spinning my hand. Does anyone have a fix for this?
Hi , Please make tutorial to make spaceship simulation .
I don't have this visual gizmo edit "Edit Angular Limits". How to enable this? I googled but I didn't found the answer, why don't I have this?
Hey @Valem, do you remember how you made the tutorial about extending the OVR Grabbable to work with Hand Tracking and the normal OVR Grabber. Any chance of doeing an extension script to the Unity XR Toolkit? :)
I would be really interested in the hand tracking integration as well! I heard that it is not compatible with the xr interactive toolkit yet and I'm curious to see a work around or a proper implementation if it exists yet
How about holsters for items?
I 2nd this
Hi, a question. Using hinge joint if I try to pull away farther than where the object is supposed to be, it will then move frantically like a possessed person. Does the script that you gave in the comments counters that, or is there another script needed to handle it?
Thank you. THANK YOU.
But Waittttt if we want to pull lever to open door or make something how?
Hi Cheese Burger ! I posted in the pin comment on this video a code that will do the job for you ! :)
Hey valem! I REALLY wanna make a grappling hook in my brain game. It would be amazing if u could do a vid cuz ur format is really easy to understand
May I ask why the door will be pulled out when the controller is backward?
Make a tutorial on how to interact with an object in your hand by pressing A, B, X, or Y on the controller.
I 2nd this
all you have to do is change the Trigger/whatever on the Hands to whatever button you want instead of trigger/grab
Maybe a strange question, but in the video you grab a drawer. Where could I plug in a piece of code to execute whenever the drawer is opened ? Is there some kind of event system for that or so I actually have to add a script to the drawer that constantly checks its position in world space ?(using a lot or cpu power)
This is going to make me sound stupid (Probably because I am) but in every one of your wonderful tutorials, if there is code, it does not work. I have tried writing it and using what others have put in the comments and it never works... I am using version 2020.3.25 but almost everything else works. Will this work If I switch versions? Is there something I am missing? Thanks to whoever is reading this!
Great series! I keep coming back to these videos every time I have a problem. Is there any easy way to force a controller to release a held object? I'd like to be able to disable or destroy an item after the player uses it, but I can't as they are still holding it.
Thanks!
I try do this on my current project, but i don't have a good response of my movement when I try to open/close the door :( the feeling is not good, it feel like the door is heavy ... I notice that the movement is more accurate when I rotate my controller same time ... but not very smooth and ergonomic
Hi, there are a way to do this with the last Oculus SDK components ? :c
Awesome video thanks ! I'm trying to do a turn table, or a valve and have difficulty. Any chance you could do a video on circular interactables ? also push buttons :) Thanks !
Yes that would be awesome, have you had any luck with this Robin?
@@lucasmartinic2039 I rewrote the all XR interaction system ^^ keeping just the low level stuff.. wasn't suitable for my needs...
wow, thanks!
What if you want to only be able to rotate a object while hand is holding something on the same object e.g. turn a handle only while holding the box
Your video is helpful. However, I met a problem when trying the lever. The lever always will come back to zero. It will not stay on max and min limit. Even though I adjusted some values, it only reached max limit, and it still does not reach min limit. What should I do?
I had a problem while working on a project with steamvr now.
I put interact.cs and throwable.cs on the object to interact with and turned off the rigidbody.
Physical force continues to work. Is there a solution?
From way back in the Grab Interaction Video the OnSelectEnter in the offset grab code seems to be OnSelectEntering now i had a few issues with it still snapping cause of this with the drawer
Which video does he explain how to make the XR Offset Grab Interactor?
I'm not understanding how to take the download files of the cabinet and importing them in to Unity and making it a workable object? Send help please?
Most of the items in the download file are already inside Unity. That's why you can't import it double. Just use the search bar in unity and look for cabinet.
When did he make the XR Offset Grab Interactor?
Oh man, if only you could show how to create buttons that don't rely on gravity and yet the button animation works with VR hands, now that would be the OG.
When you are using the "grab offset" script. Dont use the AttachTransform value, things break because of that!
I got all your different joints to work. However I would like to see a tutorial on how to make twist nobs. I thought at first they would be like tiny levers. They seem to be a bit different to me than that. Any ideas?
Hi man, great work.
I am trying to build a mounted gun. I have a handle which controls horizontal and vertical rotation. But when i try this by having hinge joint on parent and child and hand is child of child. Couldnt get it working. Can you help ?
Hi Valem, I have been researching vr, and have come across resources to develop, i need some advice. Do you recommend using the OVR Oculus Integrations together with VRTK or is it better to use the XR resources from this tutorial series? Does it depend on my target platform?
I can't place objects in my drawer, they just fall through, it's probably something simple but I can't seem to figure it out. Any tips?
Make sure the objects have a collider. If you're using a mesh collider, you need to have 'Is Convex' checked and 'Is Trigger' is unchecked. If the object is small, try messing with the interpolate and collision detection parameters in case it's clipping through the box collider of the drawer.
@@geouug4529 Thank you. It turns out I had both the objects and the drawer on a 'Grab' layer, and turned off the collision between these two in the Layer Collison Matrix. Putting the objects on a different layer solved the problem :)
im really curious about the lever u made is there a way i can trigger something by pulling it how would the triggers work would be glad to have a tutorial on that
Hi man yes you can! I post a script to trigger an event when the lever rich its max value its really simple and works well
@@ValemVR that's very cool thanks dude I'm actually working on a steering wheel in a car so I'm thinking the more I turn the wheel the more the car turns as well
It works but I have some problems with opening door. When I grab handle and try to open door and next move back without releasing handle then door is unattach from original position. Someone have the same problem and know how to fix this?
guess there is no one to help you, i've been there many times and from 2010 till now, the questions that i asked on different video's never got answered, even not by the uploader.
I do not expect it happen soon as well. Big shame, already gave up this project as well like many others where i get stuck and there is no explanation whatsoever or help.
Shitworld this is
@@ProgNoizesB so Truuu :P I have the same always xDD
With the lever, does anyone know of a way where you can find out the rotation value of it between the two limits? This could be used to power something like the claw in a claw machine moving for example.
Hello Valem! Do you use Oculus Link in Play mode? Since recently I'm getting error "Unable to start Oculus XR Pluging". I've tried to change versions of XR Management Plugin and XR Interaction Toolkit. No result. My project worked fine on May. But now it's broken. I'm able to build apk for Oculus Quest, but it's very difficult to debug it. Can you help please?
try using virtual desktop.
When I pick up an object it shakes and pushes me back. It’s like it’s interacting with a collider. What’s wrong?
3:10
You have to set the body of the player and the object you grab to a separate layer and disactivate the interaction between the two
Do you have any plans on making a multiplayer tutorial?
Yes i do! :) not sure about the timing but its on my todo list
I LOVE I LOVE I LOVE
Are you going to make a video on 2 handed weapons/objects?
Thank you a lot!!! But i dont get, why my box dont stop when i closing drawer :( I think its linear limits in + and - at same time.. if i set 0.4 to linear limit that means +0.4 and -0.4..
THANKS!!!
Hi, Valem. Can you make a tutorial on how to customize object in-game? Like when I select a ball and a menu pops up on my hand and I can customize the ball's texture, color etc
I have so much fun following your series ! But i'm really stuck with the jittery of the object that i grab when i move
Did you change the time in the Project Settings to 0.01111111 in the Fixed Timestep area?
thanks you so much valem for your tutorial, you are doing something that anyone is doing!
i got a question, how you will deal with the drawer or the door to dont get clunky or jittering when you hit with a object like the gun or the ball? i dont want to change the layer, i like the "freedom" of close te door using the gun for example.
Anyone else's door just start flipping out flopping back and forth really fast as soon as you grab it?
super helpful but can you make one using configurable joints and a joystick?
Need a tutorial on how to change the default hand models.