Comments (2)
I don't think I have time this week to dive into it but I am very interested in getting this working. Vive Grip is modular by design to more easily support custom rigs like this. Using Vive Grip with Valve's InteractionSystem might even warrant its own tutorial once this is working.
If I had to guess, I'd say that something broke in the chain of controller handling and Tracked Objects because I don't actually directly use the SteamVR API much outside of handling controller input. In fact, the only reason I need to attach to a Tracked Object instead of just a Transform or something is because that provides me the index to get that controller input.
How does the controller work if a Tracked Object isn't required? Does it add one automatically or does it work entirely without it? Does it just not use controller input by default? I have no idea how the InteractionSystem works yet.
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I worked with eobet over email to get this working. v2.10 has all the Interaction System bits along with a few other things.
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Related Issues (20)
- Use joint anchors instead of an intermediate joint object HOT 1
- Snap to Orientation does nothing when Apply Grip Rotation is disabled HOT 1
- I cannot move a object HOT 6
- ViveGrip_Grabber is the only object script that isn't attached to the object
- grab object and move player question HOT 2
- Add a FAQ in files somewhere HOT 2
- Controllers don't show up in 5.6 using latest SteamVR HOT 4
- Design two-handed interactions HOT 2
- Rename to "VR Grip" HOT 8
- Custom mesh for grip collision object
- Multiple configurable anchors
- `enabled` hasn't really been fully considered for Vive Grip objects
- Gentle rotations instead of snapping to orientation HOT 2
- Rotations HOT 1
- Sticky grip HOT 2
- Motor feedback HOT 1
- Lever anchor misleading HOT 1
- Messages not sent when destroying scripts HOT 1
- Two grips on one object has weird side effects HOT 1
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