It is possible do it without the controllers? For example making the hand not pass through the table but with hand tracking, and it will be awesome know to do it with oculus integration 🙏🏻🙏🏻
Valem, It is always extremely impressive to me that you have consistently pioneered VR tutorials on unity -- for YEARS -- by taking focus subjects both vast and difficult enough that they should merit a complex case study anywhere else, and efficiently boiling the subject matter down to something always absolutely coherent. They say if you can't explain something simply, then you don't have a deep understanding of it; so I never cease to be amazed! Your grasp on this information is very professional and I have no doubt that you are shaping the future of VR with every exclusive tutorial you release for free on youtube. Please keep it up!! You're my favorite content creator 😁😁
im having a problrm with the vr hands they are rotations as if they are on a swivel connrcted to the physicshand, which rotates constantly@@ValemTutorials
For anyone else who gets launched upon testing: I had the locomotion components on XR Origin as per a previous tutorial. The Character Controller component has its own collider however which together with the Body Collider from this tutorial sends you flying haha
@@nou2769 For anyone who's still getting launched, try to make sure the position of all of your children of the Physics Rig are zeroed out. Not entirely sure why it works but I know it has something to do with the configurable joints...
@@DigitalAdamTech its the head when u drastically change the position of one of the spring joints it likes to take the body wt it im working on figuring out a way to stop it. but my problem at least occurs on the start when the body collider is set to min b4 the update of the player then it launches you up when it finally updates. My idea if i can't find anything on the actual spring joint is to update the players height once in the start function then have it update after in the fixed update. Sorry if that's confusing. I'll update once i find solution.
you should do a hand pose tutorial and possibly an updated full body ik tutorial to go with this to make it the true boneworks/bonelab experience, I've seen many people requesting this but either way I know this tutorial series is going to be one of the most helpful ones yet!
Finished Script ;) using System.Collections; using System.Collections.Generic; using UnityEngine; public class PhysicsRig : MonoBehaviour { public Transform playerHead; public Transform leftController; public Transform rightController; public ConfigurableJoint headJoint; public ConfigurableJoint leftHandJoint; public ConfigurableJoint rightHandJoint; public CapsuleCollider bodyCollider; public float bodyHeightMin = 0.5f; public float bodyHeightMax = 2; // Update is called once per frame void FixedUpdate() { bodyCollider.height = Mathf.Clamp(playerHead.localPosition.y, bodyHeightMin, bodyHeightMax); bodyCollider.center = new Vector3(playerHead.localPosition.x, bodyCollider.height / 2, playerHead.localPosition.z); leftHandJoint.targetPosition = leftController.localPosition; leftHandJoint.targetRotation = leftController.localRotation; rightHandJoint.targetPosition = rightController.localPosition; rightHandJoint.targetRotation = rightController.localRotation; headJoint.targetPosition = playerHead.localPosition; } }
AMAZING video!! Thank you! I have been spending soooo much time trying to write followers. Turns out configurable joint has everything i need! Glad I stumbled across your video!
cheers! i was getting strange behaviour, so i changed the xr rig xr origin tracking origin mode to not specified and left the camera y offset at default of 1.1176 and it works great now
I love all of these vids. So many things I want to add to my projets each time! I would love to see you do something with Vive/Tundra Trackers and legs. It would make an interesting vid (and help me out a ton 😀 )
Hey Valem. I love your vr tutorials and I just wanted to ask if you could make more videos on your How To Make a VR Game tutorial. I'm really curious how to make a map you load into and enemy AI's the chase and shoot at you
hey just finished this video and when i go to load up my game in vr i am stuck to the ground, and in ver it just looks like a picture. if i move my head up i dont look up in game i just keep sing the same "frame". i have no errors in the console. i dont know what to do
I have this weird thing that happens at the start of the game there is this bounce that occurs that sends me into the air any idea whats wrong its like the collider falls through the ground then gets launched back up
the physics work correctly but when In conjunction with the continuous locomotion (instead of teleporting) it does not work. Any idea what physic may be interacting so moving the character glitches?
Have you tried this with the OVR Rig with hand tracking? I made an attempt and was getting weird results where the physics did not seem to function correctly.
Yo this is.bitnof a silly question but can you make a tutorial on how to make a npc like in bonelab and possibly a gore system? Tryna make a game that is blood trail and Bonelab combined
i did the script but the stuff dont show up. the thing that tells me to choose capsule collider. can someone send me a file of the script? it didnt work
Hope you guys will enjoy this video and if you have anything you want to see me cover next let me know down bellow ! :)
maybe add avatar switching like in bonelab or the vechile
A tutorial series that focuses on C# and VR creation could be cool.
Jumping and climbing with interactable objects!! But mostly jumping please!
Physics hands that respond to weight would be huge
It is possible do it without the controllers? For example making the hand not pass through the table but with hand tracking, and it will be awesome know to do it with oculus integration 🙏🏻🙏🏻
This is a huge step up in interactions in VR games and it's great that it is finally available as a tutorial.
Valem, It is always extremely impressive to me that you have consistently pioneered VR tutorials on unity -- for YEARS -- by taking focus subjects both vast and difficult enough that they should merit a complex case study anywhere else, and efficiently boiling the subject matter down to something always absolutely coherent. They say if you can't explain something simply, then you don't have a deep understanding of it; so I never cease to be amazed! Your grasp on this information is very professional and I have no doubt that you are shaping the future of VR with every exclusive tutorial you release for free on youtube. Please keep it up!! You're my favorite content creator 😁😁
Thank you its for comment like these that I make video
im having a problrm with the vr hands
they are rotations as if they are on a swivel connrcted to the physicshand, which rotates constantly@@ValemTutorials
its because controllers arent connected you need steam vr open@@LarryJunior334
For anyone else who gets launched upon testing: I had the locomotion components on XR Origin as per a previous tutorial. The Character Controller component has its own collider however which together with the Body Collider from this tutorial sends you flying haha
Thanks for this tip it helped me a lot!
I'm getting launched but I don't have the character controller component I thought I finally found a solution 😭
@@nou2769 For anyone who's still getting launched, try to make sure the position of all of your children of the Physics Rig are zeroed out. Not entirely sure why it works but I know it has something to do with the configurable joints...
Anyone else figure this out? Zero everything out didn't work either.
@@DigitalAdamTech its the head when u drastically change the position of one of the spring joints it likes to take the body wt it im working on figuring out a way to stop it. but my problem at least occurs on the start when the body collider is set to min b4 the update of the player then it launches you up when it finally updates. My idea if i can't find anything on the actual spring joint is to update the players height once in the start function then have it update after in the fixed update. Sorry if that's confusing. I'll update once i find solution.
you should do a hand pose tutorial and possibly an updated full body ik tutorial to go with this to make it the true boneworks/bonelab experience, I've seen many people requesting this but either way I know this tutorial series is going to be one of the most helpful ones yet!
Ever thought about doing a tutorial about interacting with other characters? Move limbs, grab their arm and drag them around etc?
You wanna make boneworks?
u can do that with rigidbody
Finished Script ;)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PhysicsRig : MonoBehaviour
{
public Transform playerHead;
public Transform leftController;
public Transform rightController;
public ConfigurableJoint headJoint;
public ConfigurableJoint leftHandJoint;
public ConfigurableJoint rightHandJoint;
public CapsuleCollider bodyCollider;
public float bodyHeightMin = 0.5f;
public float bodyHeightMax = 2;
// Update is called once per frame
void FixedUpdate()
{
bodyCollider.height = Mathf.Clamp(playerHead.localPosition.y, bodyHeightMin, bodyHeightMax);
bodyCollider.center = new Vector3(playerHead.localPosition.x, bodyCollider.height / 2,
playerHead.localPosition.z);
leftHandJoint.targetPosition = leftController.localPosition;
leftHandJoint.targetRotation = leftController.localRotation;
rightHandJoint.targetPosition = rightController.localPosition;
rightHandJoint.targetRotation = rightController.localRotation;
headJoint.targetPosition = playerHead.localPosition;
}
}
you are a life saver
hippity hoppity...
Omg you are godsend, I was looking into body physics for the past 3 days!! Will you be adding jumping and object interaction too??
AMAZING video!! Thank you! I have been spending soooo much time trying to write followers. Turns out configurable joint has everything i need! Glad I stumbled across your video!
Doing amazing work as always!!! Sounds like it'll be a solid mini-series. Looking forward to it! 🍤
Thanks mister shrimp !
If the collider wasnt matching for you, you need to set the XR Origin "Tracking Origin Mode" to Device, and the camera Y offset to 0.5
This is crazy! I love you, Valem.
cheers!
i was getting strange behaviour, so i changed the xr rig xr origin tracking origin mode to not specified and left the camera y offset at default of 1.1176 and it works great now
I love all of these vids. So many things I want to add to my projets each time!
I would love to see you do something with Vive/Tundra Trackers and legs. It would make an interesting vid (and help me out a ton 😀 )
@ValemTutorials hi your videos are really cool and easy to follow
Encore une super vidéo, continue comme ça !😺
Bonelab developers sweating over this one
Hey Valem. I love your vr tutorials and I just wanted to ask if you could make more videos on your How To Make a VR Game tutorial. I'm really curious how to make a map you load into and enemy AI's the chase and shoot at you
04:42 it's like in app supernatural, except you can't feel random hit :))
for people that are bouncing when they spawn in: zero out all the collider centers for the hands and body
I redid this tutorial twice and the hands dont collide and rotating sends me into the sun, is this still functional with 2023 XR interaction system?
valem i love you !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Nice !
If somehow your hand physic collider is the opposite of your controller then you need to check the rotation on your xr origin.
hey just finished this video and when i go to load up my game in vr i am stuck to the ground, and in ver it just looks like a picture. if i move my head up i dont look up in game i just keep sing the same "frame". i have no errors in the console. i dont know what to do
finally!
Why this is not working for me?I did everything like in tutorial. Can it be the starting setup?
Can anyone tell me why my configurable hand joints are swinging all over the place?
I NEED HELP AS WELL
Hey Valem, would you be able to do an updated series on Unity AR Development?
I have this weird thing that happens at the start of the game there is this bounce that occurs that sends me into the air any idea whats wrong its like the collider falls through the ground then gets launched back up
Did you ever find a solution to this issue?
@@jaswei no
Had the same problem. Test it on a new scene with a fresh xr origin using part 1-2 of his how to make a vr game vids.
the physics work correctly but when In conjunction with the continuous locomotion (instead of teleporting) it does not work. Any idea what physic may be interacting so moving the character glitches?
Hey, can you make a viedo about velocity traking from the controllers, that would be awsome
all the tutorial he make is trash
4:26
Have you tried this with the OVR Rig with hand tracking? I made an attempt and was getting weird results where the physics did not seem to function correctly.
do i still need my camera offset on the XR Origin?
i spawn in the floor why
I love you so much!!!! :D
the tutorial is trash
how do i adjust the strength on the hands???? ive been strugling for an hour now.
Just change the 5000 and 50 values
Interesting how I would disable hands physics if I want to interact with some objects, but without selecting them ..
EPIC 12th COMMENT LESS GO
also thanks for the video this is better than paying 70 bucks for hexabody
Yo this is.bitnof a silly question but can you make a tutorial on how to make a npc like in bonelab and possibly a gore system? Tryna make a game that is blood trail and Bonelab combined
It is so freaking easy, why would you need a tutorial for this trash thing?
i know that its a year ago that this tut is made but its still helpfull
Will it work with VR IK?
i did the script but the stuff dont show up. the thing that tells me to choose capsule collider. can someone send me a file of the script? it didnt work
paste in the script
@@bytesgroup what?
hey i have a problem where my hands dont collide is their something in the code that does that
Did you not know what you did with the layer? It turns off collision with the body so it doesn't glitch out
I can't add physics to my hands ):
why do my hands rotate even when i dont use them?
Please, you are my only help @ValemTutorials .
i did not want gtag physics if i wanted it i wouldn't have to make all this you can literally just put the colliders on the hand
wrong
i don't think he knows what gorilla tag is, also this is for vr physics not gorilla tag
If i move my hand fast it move my Body up in the air
Cause your comments recent I have a question, what version did you use, because I can’t get mine to work?
can someone pased the code bc im lazy asf
do ik now pls
What template do it use
He said it at the beginning. He uses his own vr hands from his tutorial on how to make a vr game.
Anyone who has the scripts
First
it doesnt work, the rotation follows the hand but the position does not
have u found the problem to this
3:54
3:50