Both of these videos were super helpful and worked for me almost a year later. Thank you, Valem!! If anyone is using a Character Controller (which has a collider) on their XR Origin, you might notice your hands are hitting the invisible collider. I fixed this by putting the XR Origin on its own layer ("Player") and went to Edit > Project Settings > Physics, and under the Layer Collision Matrix, unchecked "Player" from both of the Left and Right Hand Physics.
This might just be a me thing, but I often use your tutorials to help me learn not just what needs to be done, but why we do things when programming. It might be helpful if you were to go into short explanations on some parts of each script that might be a little more on the esoteric side. Idk if that tracks but it’d be awesome! Totally gonna follow this tutorial for my game btw this is killer
Thanks man I really appreciate your feedback. Its sometimes hard to explain what goes on in a script as there is so many hidden details that goes outside the scope of the tutorial but I try my best at finding the good balance. I'm glad to have people like you that enjoy these kinds of explanation :p
I just wanted to say thanks, since that's exactly the package I was looking for! It gives a great start for any type of VR project for development/testing purposes. My gratitude!
Thank you so much for this! I use the Oculus integration sdk for my VR development but I often come to your videos to learn concepts. You're the best Valem!
Hello: I have been trying to follow your tutorial but using Action Based Controller as opposed to Device Based. All works well with Device based but can't get Physics hands to track using Action based controller. Any thoughts? Thanks
Would you be able to make an updated Full Body tutorial with the XR Toolkit? Because I can't get the custom hands to work with a custom body (Part 4 from your Patreon) when I use XR
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Handphysics : MonoBehaviour { public Transform target; private Rigidbody rb; // Start is called before the first frame update void Start() { rb = getcomponent(); } // Update is called once per frame void FixedUpdate() rb.velocity = (target.position - Transform.position) / time.fixedDeltatime; {
Hi. Do you know how to make our hand physics behave like real skin? I mean, it absorbs and kind of squishy when interact with object. Is it possible? Thanks
I know its a bit of a late reply, I've seen lots of other people with this problem (including myself) so hopefully this helps others. What worked for me was dragging the whole Left Hand Physics Presence object into the LeftHand Controller (same place where the Left Hand Presence should be). Do the same for the right hand and that might help.
What fixed it for me, is that Unity has a defaultMaxAngularSpeed set for all rigidbodies in the Physics settings. You can either modify that or change it only for specific Rigidbodies via code using "GetComponent().maxAngularVelocity = 20;" for example.
I have one question I did the sc. for the rotation but when I go to a weird position in game it rotates and I just can figure out why. do you have a solution?
Hey, how do I make the "RIghtHand Controller" object reference the physics presence when moving it outside the XR Rig component? I've already tried to set the "Model prefab" variable to the physics presence but it doesn't work; Can you please help me?
HandPresencePhysics script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class HandPresencePhysics : MonoBehaviour { public Transform target; private Rigidbody rb; // Start is called before the first frame update void Start() { rb = GetComponent(); } // Update is called once per frame void FixedUpdate() { rb.velocity = (target.position - transform.position) / Time.fixedDeltaTime;
Great vid! I used a quest 2, and it worked, HOWEVER!- there is a problem, in the game if I rotate my hands a bit fast, than i will see my hands slooowly rotate to the real place of my hands...
Hi Valem. Your awesome content. I am a new VR developer. Do I have a situation where I can only open apps I developed in VR without uploading them to the store, and "except those from unknown sources (without developer apk)"? For example, you did business with a company. You will deliver 10 VR Headset, they all have the same application. Is there a workspace that only employees of that company will see without installing apps(App Lab etc)? (for Oculus Quest-2)
When adding the hands with all the colliders and building the app to the Quest 2 I get a lot of performance issues when interacting with different objects. Do you have any tips on how to improve performance but still have nice physics? Great tutorials btw, I love your content.
hello, i ahave a problem. you are not explaining in this tutorial which setup of XR you have. i am currently working with the oculus Asset and using a "oculusinteractionsamplerig" and you the XR interaction manager + xr origign, and i am still trying to figure out to apply this. other than that i love how you explain.
Hey, thanks for your tutorial, the collision with non rigidbody object seems to works perfectly fine, the only thing is that my hand are spining like crazy when I set them to non kinematic, even if I made the script, I added the script as a component to them and I correctly set the target. I'm kinda lost, I followed exactly the tutorial.
I'm having an issue where the hands rotate the wrong way on some axis'. For example, moving the left hand using only my wrist on the Z axis towards myself causes the hand to flip forwards into position instead of backwards. I think this is an issue with the angular velocity calculation being negative in some cases. Has anyone else had this issue and managed to fix it? EDIT: Fixed it! If anyone else has this problem then add rb.maxAngularVelocity to the Start function of the HandPresencePhysics script and set it to be something high like 200.
I NEED HELP!! My object (currently a sphere not a hand) has its ridged body work properly but it looks like it foes through the block. I dont think that the mesh is binded to the ridged body or something
This video is awesome! I'm excited to try out and learn more about VR location of hands vs physical location of hands, I feel like that could be used to force players to do things like mimic being pushed down, and having to like, crouch down in real life to pick your hands back up.
Hello. I need a Unity project to install on my Oculus Quest 2, so that I can connect a pen drive to them and from the Oculus Quest 2 I can access said pen drive. Do you have any videos on the channel to do this? Thank you.
@Valem Tutorials I copied your video exactly and I am on 2021.3 something but at the end of the video when I pick up a object my hands start rotating a lot. Could you pls help me fix this.
HI love all your videos excellent work as always .. I seem to have a problem I've followed everything perfectly but I still seem to have 2 sets of hands when I grip I can still see the old static hands. I did uncheck them but can't seem to remove them?
This tutorial helped me a lot, But I couldn't apply the rigidbody, my hands keep falling on the ground when I turn off the kinematic property. Does anyone knows how to fix it?
Hey valem. is it possible to combine this with two bone ik? i dont want to judt put a rigid body and collider on the target and move the target because the colliders on the hands are more accurate
Instead of instantly snapping to my hands rotation the angular velocity kind of linearly goes to it. How can I fix this? Is it because I'm using Time.FixedDeltaTime and haven't given it a higher or lower value?
I tried this today with a scene I made following your 3 part quest 3 MR Tutorial and the OVRCameraRig hierarchy used there is so different that I couldn’t get it working , I tried to copy this and adapt where I could but utilise didn’t work. Could you add part 4 to the mixed really tutorial where you can pick up and throw the red balls? Or maybe you gave some quick advice? Thanks
Hello sir..i love yours VR tutorials.....i got a problem that how can i make a image interactable just like we add simple interactable to box 3d and it gets make options like hover enter, hover exit
when using the Hands prefab with Colliders the animations don't work, Animator is not playing an AnimatorController, but in fact it's equal to the prefab without Colliders, and they actually work, dunno
Thank you for the tutorial. I have gotten to the first part of the script, but i have an issue where I have 4 hands in the game? 2 of them are spinning around the other 2 I don't know if that makes sense.
Hey! Sorry just saw your comment lol. Basically what you're going to want to do is: If there isn't already a GameObject called "XR Interaction Manager" then make one and add the following scripts to it: XR Interaction Manager, Input Action Manager (make sure to give Input Action Manager the preset XRI Default Input Actions)
The hands do not correlate to the controllers... They are not moving according to me they just lie on the floor. How can I fix it? I see more people having this problem- it happened after we took "physical hands" from their parents
I try to use the oculus physics thing I put it into unity and it gives me a bunch of errors any soulusion? oh yeah btw im useing 2022 verson and its the #c script thats fail pls help
I've had issues with this angular velocity code causing errors that read out as "Input velocity is Vector {NaN, NaN, NaN}". Anyone else had something like that and maybe a solution? It doesn't seem to cause any actual gameplay issues but it is annoying
thank you for the tutorial this will help me so I am going to make my own realistic VR games and add one of my human 3D models as ragdolls and make this more immersive and real but I wont add realistic people but maybe I will add some realistic physics to one of my games and make it free and available to quest for free $0 without spending all of your money I can make a realistic free VR game for quest only it wont be available to PC anywise VR is going to be growing so I will try my VERY HARDEST to make a realistic game with realistic shaders it will be like VRChat and bone works and bone lab and down shot VR and Phin and project third eye VR and other multiplayer wont be supported and it will probably wont get updates it does not mean our game is dead we will figure out very very soon
Did you made sure to set your hands to non kinematic ? Also if the hands are bellow the ground and there is a collider on the ground they will collide with it and will not be able to reach the position of your controller.
do you have a video about how big i can make my game in vr...what i mean is i created a scene in unity lowpoly ..a city ..then when i try to play it on my quest it hardly works.. what are the limits of the system?
Do you mean about optimisation in VR ? I'm planning to make a video about it, otherwise there is an excellent video made by VR with Andrew on that subject you can search for it here on youtube :)
@@ValemTutorials well im not that great at the tech side of this stuff so my description might be weird lol.. simply put how many objects can i put in my scene before it starts lagging? how big can i make a scene?
@@dimitrishow_D There is no specific number limit on how many objects you can put in the scene, it highly depends on which objects, materials, scripts, project settings etc. Good optimization for a mobile device is one of the hardest topics. The "simple" fix would be to remove objects until it runs with good performance, the proper solution is to playtest and use the profiler tools and adjust based on the profiler results. There are some general hints/tips that can be followed (like the Andrew video mentioned above) but in the end every project is different, so everyone has to find their on bottlenecks and the profiler can help.
@@r1pfake521 ok thnx for great reply ..and yeah that was gonna be my solution ..take away bits of the city untill it runs smooth and then create different scenes for all those areas. thnx !
Yes as the movement or the hand are continuous when following this can happen if there is a wall between you and where you teleport. Best thing is to teleport the hand aswell to the destination
@@ValemTutorials Thanks for the reply and making such great content, my workaround is: not having non-physical hands but placing the physics hand model back to the parent XR controller!
The angular velocity of the rigid-bodies on the hands is being clamped, resulting in a slower turn speed than what is calculated. This is very apparent with fast hand movement/rotations. To fix this issue, in the Start() method after the line: rb = GetComponent(); add the following line: rb.maxAngularVelocity = 20; This overrides the default maxAugularVelocity of 7 which is not sufficient here, hence the issue that is being observed.
@@cedricknapp2889 Thank you so much! I never knew that was a thing! You just saved me a crap ton of maths! Edit: Nevermind still an issue :/ Basically if I just rotate my wrist in general and not just wave my hand while rotating it, it linearly moves to the right rotation and it's so annoying
Valem, this needs to stop. I just found out you now have a fourth series on this topic. Which one do I follow? Which one is correct? Why do they reference eachother? Why!???!? I just want to make epic hentai VR game.
MOM WAKE UP VALEM POSTED A PHYSICS TUTORIAL
Both of these videos were super helpful and worked for me almost a year later. Thank you, Valem!! If anyone is using a Character Controller (which has a collider) on their XR Origin, you might notice your hands are hitting the invisible collider. I fixed this by putting the XR Origin on its own layer ("Player") and went to Edit > Project Settings > Physics, and under the Layer Collision Matrix, unchecked "Player" from both of the Left and Right Hand Physics.
This might just be a me thing, but I often use your tutorials to help me learn not just what needs to be done, but why we do things when programming. It might be helpful if you were to go into short explanations on some parts of each script that might be a little more on the esoteric side. Idk if that tracks but it’d be awesome! Totally gonna follow this tutorial for my game btw this is killer
Thanks man I really appreciate your feedback. Its sometimes hard to explain what goes on in a script as there is so many hidden details that goes outside the scope of the tutorial but I try my best at finding the good balance. I'm glad to have people like you that enjoy these kinds of explanation :p
You are the only person on youtube that actually shows everything, step by step, you are incredible, keep it up!
Omg, this was what I would have needed the most back a while ago! Glad to see you tackling it finally.
I just wanted to say thanks, since that's exactly the package I was looking for!
It gives a great start for any type of VR project for development/testing purposes.
My gratitude!
Thank you so much for this! I use the Oculus integration sdk for my VR development but I often come to your videos to learn concepts. You're the best Valem!
Hello: I have been trying to follow your tutorial but using Action Based Controller as opposed to Device Based. All works well with Device based but can't get Physics hands to track using Action based controller. Any thoughts? Thanks
For those who cannot see their hands in unity, you need to enable hands in settings>experimental features
What settings project settings?
Would you be able to make an updated Full Body tutorial with the XR Toolkit? Because I can't get the custom hands to work with a custom body (Part 4 from your Patreon) when I use XR
How would you go about doing this with the new Meta All in One SDK?
@Valem Tutorials
when i flip my hands over they turn the other way, how can i fix this?
I know its been a while but did you find a fix
@@bobjrgeorge4577 no
replace
rb.angularVelocity = rotationDifferenceInDegrees * Mathf.Deg2Rad / Time.fixedDeltaTime;
With
if (angleInDegree > 180)
{
rb.angularVelocity = -rotationDifferenceInDegrees * Mathf.Deg2Rad / Time.fixedDeltaTime;
}
else
{
rb.angularVelocity = rotationDifferenceInDegrees * Mathf.Deg2Rad / Time.fixedDeltaTime;
}
hope that helps :)
@@-cursed- gives me an error
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Handphysics : MonoBehaviour
{
public Transform target;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = getcomponent();
}
// Update is called once per frame
void FixedUpdate()
rb.velocity = (target.position - Transform.position) / time.fixedDeltatime;
{
}
}
it turned out really cool 😎
Please make video about sword that you can stab though something like in the walking dead
Love your content, helps me all the time but, can you make a tutorial on enemies in VR?
Hi. Do you know how to make our hand physics behave like real skin? I mean, it absorbs and kind of squishy when interact with object. Is it possible? Thanks
I noticed when I rotate my hands fast, the hand models need catch up with the rotation, may you give me any advice on how to fix it? thanks!
I know its a bit of a late reply, I've seen lots of other people with this problem (including myself) so hopefully this helps others. What worked for me was dragging the whole Left Hand Physics Presence object into the LeftHand Controller (same place where the Left Hand Presence should be). Do the same for the right hand and that might help.
What fixed it for me, is that Unity has a defaultMaxAngularSpeed set for all rigidbodies in the Physics settings. You can either modify that or change it only for specific Rigidbodies via code using "GetComponent().maxAngularVelocity = 20;" for example.
this worked so well, thank you. I really like how you put so much time into this.
I have one question I did the sc. for the rotation but when I go to a weird position in game it rotates and I just can figure out why. do you have a solution?
Excuse me. Does it work if I use the Action-based XR Controller? Because I did step by step but the hands model did't follow the hands controller.
I wonder why not drag the model to "LeftHand Controller-XR Controller(Device-based)-Model-Model Prefab"? what is the different?
Huge thanks for making those content!!
Hey, how do I make the "RIghtHand Controller" object reference the physics presence when moving it outside the XR Rig component? I've already tried to set the "Model prefab" variable to the physics presence but it doesn't work; Can you please help me?
whenever i try selecting both of the hands using control, unity crashes
HandPresencePhysics script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HandPresencePhysics : MonoBehaviour
{
public Transform target;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent();
}
// Update is called once per frame
void FixedUpdate()
{
rb.velocity = (target.position - transform.position) / Time.fixedDeltaTime;
Quaternion rotationDifference = target.rotation * Quaternion.Inverse(transform.rotation);
rotationDifference.ToAngleAxis(out float angleInDegree, out Vector3 rotationAxis);
Vector3 rotationDifferenceInDegree = angleInDegree * rotationAxis;
rb.angularVelocity = (rotationDifferenceInDegree * Mathf.Deg2Rad / Time.fixedDeltaTime);
}
}
TYSM
WWW
ooo nice, I'ma gonna have to watch this.
Hi, Thank you so much for this great help! One small quick question, are these assets from Google Drive free to use for business?
Great vid! I used a quest 2, and it worked, HOWEVER!- there is a problem, in the game if I rotate my hands a bit fast, than i will see my hands slooowly rotate to the real place of my hands...
Hi Valem. Your awesome content. I am a new VR developer. Do I have a situation where I can only open apps I developed in VR without uploading them to the store, and "except those from unknown sources (without developer apk)"? For example, you did business with a company. You will deliver 10 VR Headset, they all have the same application. Is there a workspace that only employees of that company will see without installing apps(App Lab etc)? (for Oculus Quest-2)
When adding the hands with all the colliders and building the app to the Quest 2 I get a lot of performance issues when interacting with different objects. Do you have any tips on how to improve performance but still have nice physics? Great tutorials btw, I love your content.
Very good video, I have done what you say, but my hands keep going through the objects, why?
Thanks mate :)
hello, i ahave a problem. you are not explaining in this tutorial which setup of XR you have. i am currently working with the oculus Asset and using a "oculusinteractionsamplerig" and you the XR interaction manager + xr origign, and i am still trying to figure out to apply this. other than that i love how you explain.
Hey, thanks for your tutorial, the collision with non rigidbody object seems to works perfectly fine, the only thing is that my hand are spining like crazy when I set them to non kinematic, even if I made the script, I added the script as a component to them and I correctly set the target. I'm kinda lost, I followed exactly the tutorial.
Same here, did you solve the issue?
@@TheGamerzXChannel No unfortunatly I didn't. But I might change for the asset package Auto Hand Positionning
hi! thanks amazing tutorial, but if I have controller in the project and want to hide or alternate btw hands and controller how can I do?
Super useful!
I'm having an issue where the hands rotate the wrong way on some axis'. For example, moving the left hand using only my wrist on the Z axis towards myself causes the hand to flip forwards into position instead of backwards. I think this is an issue with the angular velocity calculation being negative in some cases. Has anyone else had this issue and managed to fix it?
EDIT: Fixed it! If anyone else has this problem then add rb.maxAngularVelocity to the Start function of the HandPresencePhysics script and set it to be something high like 200.
i have the same problem, how do i change rb.maxAngularVelocity to 200?
Damn bruh, Thanks for the tip.
@@goober4721 inside the Start function just write rb.maxAngularVelocity = 200;
Damn dude, i'd buy you beer if I knew you. YT comments section needs more people like you!
If I wAsN`S tHe MaN i WaS i WoUlD kIsS yE
I NEED HELP!! My object (currently a sphere not a hand) has its ridged body work properly but it looks like it foes through the block. I dont think that the mesh is binded to the ridged body or something
Thank you. Does the Physics settings you set (physics, fixed timestep) would work properly in Oculus quest app?
This video is awesome! I'm excited to try out and learn more about VR location of hands vs physical location of hands, I feel like that could be used to force players to do things like mimic being pushed down, and having to like, crouch down in real life to pick your hands back up.
@Valem Tutorials will this be able to work with the oculus hands just like the HPTK video you did?
Hello. I need a Unity project to install on my Oculus Quest 2, so that I can connect a pen drive to them and from the Oculus Quest 2 I can access said pen drive. Do you have any videos on the channel to do this? Thank you.
@Valem Tutorials I copied your video exactly and I am on 2021.3 something but at the end of the video when I pick up a object my hands start rotating a lot. Could you pls help me fix this.
HI love all your videos excellent work as always .. I seem to have a problem I've followed everything perfectly but I still seem to have 2 sets of hands when I grip I can still see the old static hands. I did uncheck them but can't seem to remove them?
Very nice!!!
Is there a way to smooth the rotations of the hand? It's really snappy and jittery.
you might wanna use lerp or slerp, it's a cool function you could use for smoother movement
This tutorial helped me a lot, But I couldn't apply the rigidbody, my hands keep falling on the ground when I turn off the kinematic property. Does anyone knows how to fix it?
What documentation should read? You referenced reviewing the documentation, any thoughts on what I should review? Some of this is hard to find.
I was talking about this doc : docs.unity3d.com/Manual/class-PhysicsManager.html
@@ValemTutorials Thank you so much!!
Hey valem. is it possible to combine this with two bone ik? i dont want to judt put a rigid body and collider on the target and move the target because the colliders on the hands are more accurate
I have a problem with the hands, when I rotate them, at some point they do a strange rotation to return to the original, what can I do?
Instead of instantly snapping to my hands rotation the angular velocity kind of linearly goes to it. How can I fix this? Is it because I'm using Time.FixedDeltaTime and haven't given it a higher or lower value?
Remove everything under //rotation and instead use rb.rotation = target.rotation;
I tried this today with a scene I made following your 3 part quest 3 MR Tutorial and the OVRCameraRig hierarchy used there is so different that I couldn’t get it working , I tried to copy this and adapt where I could but utilise didn’t work. Could you add part 4 to the mixed really tutorial where you can pick up and throw the red balls? Or maybe you gave some quick advice? Thanks
Hi Tom, thats a great idea I'll see if I can make a tutorial about using mixed reality with oculus interaction system
@@ValemTutorials oh wow thanks so much that would be great 👍
@@ValemTutorials I found on OVRHandPrefab there is a 'enable physics capsules' this gets the basics, I think I need to experiment though
Hello sir..i love yours VR tutorials.....i got a problem that how can i make a image interactable just like we add simple interactable to box 3d and it gets make options like hover enter, hover exit
when using the Hands prefab with Colliders the animations don't work, Animator is not playing an AnimatorController, but in fact it's equal to the prefab without Colliders, and they actually work, dunno
whenever i try to use the hands to move an object, it goes right through it and i dont know what i have done wrong
put rigid bodies on the hands
hi i have a problem my hands arent lined up with my controller properly and i dont know how to fix
hi can i have some help after i drag the hand with collider to hand pysics animation script its not making the hand with the collider animate
Thank you for the tutorial. I have gotten to the first part of the script, but i have an issue where I have 4 hands in the game? 2 of them are spinning around the other 2 I don't know if that makes sense.
its because you didnt disable the first hand prefabs (left hand presence)etc.. they should be grey blue and not shiny blue on the hierarchy.
@@vrictor No i've got the same issue, there are like 2 hands PER HAND and i don't know what the issue might be since the Hand presence is turned off
i have a problem my hands do not align to the rotation of the controler its 90* off in both directions
Hi so is the oculus hands physics package open source? Can I use it in my own, non-oculus Unity XR project? Who made the package?
Hi,
For me this is working with controllers only. How can it work with Hands?
The hand rotates at a certain angle exactly the opposite of the real thing. Is this a Unity Version problem?
Multiply the rotation part with -1 if that's the case
hi would this work for bows arrows climbing
my hands are stationary and not moving with oculus what should i do ?
Hey! Sorry just saw your comment lol. Basically what you're going to want to do is:
If there isn't already a GameObject called "XR Interaction Manager" then make one and add the following scripts to it: XR Interaction Manager, Input Action Manager (make sure to give Input Action Manager the preset XRI Default Input Actions)
@@ethanjamesbarron thanks 👍
@@ashwin4832 Np
The hands do not correlate to the controllers... They are not moving according to me they just lie on the floor. How can I fix it? I see more people having this problem- it happened after we took "physical hands" from their parents
You have to uncheck "is Kinematic" on Left Hand Presence Physics Rigidbody. Don't forget the right one too:)
Hey Valem, does the mesh collider works stead of using capsule colliders? ty
no, the mesh doesnt update when fingers move
why does you text like rigidbody turn into a different colour. Mine stays white
I try to use the oculus physics thing I put it into unity and it gives me a bunch of errors any soulusion? oh yeah btw im useing 2022 verson and its the #c script thats fail pls help
I've had issues with this angular velocity code causing errors that read out as "Input velocity is Vector {NaN, NaN, NaN}". Anyone else had something like that and maybe a solution? It doesn't seem to cause any actual gameplay issues but it is annoying
thank you for the tutorial this will help me so I am going to make my own realistic VR games and add one of my human 3D models as ragdolls and make this more immersive and real but I wont add realistic people but maybe I will add some realistic physics to one of my games and make it free and available to quest for free $0 without spending all of your money I can make a realistic free VR game for quest only it wont be available to PC anywise VR is going to be growing so I will try my VERY HARDEST to make a realistic game with realistic shaders it will be like VRChat and bone works and bone lab and down shot VR and Phin and project third eye VR and other multiplayer wont be supported and it will probably wont get updates it does not mean our game is dead
we will figure out very very soon
why does nobody add a point animation to their hands? Is essential in vr no? when you need to press button
How can I get that XR Origin you have at the beginning???
Follow the tutorial
merci!
dont know if anyone could help with this but the script isnt working im not sure what part of it is not working any fix?
is it just me or the drive document broked? all prefabs are pink...
Can someone send me the code for "HandPresencePhysiscs" (The one at 7:48). I wrote the code down but it doesn't work.
make sure that rigidbody isn't kinematic
Thank you for your tutorial it help me a lot
i fixed the wrong axis hands with this:
Quaternion postRotation = transform.rotation * Quaternion.Euler(0, 0, -90);
Quaternion rotationDifference = target.rotation * Quaternion.Inverse(postRotation);
Thank you for this, this fixed the rotation for the left hand - any idea how to do this for the right hand in the same script?
actual god send :D
do you need a cable link for unity?
because i dont have one.
you can use the cable provided with the oculus quest I believe
The rotation is still messed up for me, how do i fix this?
I fixed it
This might just be me but my Hands are Stuck in the ground(0,0,0)
same issue here, hands don't track
Did you made sure to set your hands to non kinematic ? Also if the hands are bellow the ground and there is a collider on the ground they will collide with it and will not be able to reach the position of your controller.
@@istandcat5882 I've responded to Xyndra with what I believe is the solution, can you reach back if this fix your issue ? :)
@@ValemTutorials Ah thanks that was it
Btw If anyone has problems with ground collision use layers like with the hand collision
do you have a video about how big i can make my game in vr...what i mean is i created a scene in unity lowpoly ..a city ..then when i try to play it on my quest it hardly works..
what are the limits of the system?
Do you mean about optimisation in VR ? I'm planning to make a video about it, otherwise there is an excellent video made by VR with Andrew on that subject you can search for it here on youtube :)
@@ValemTutorials well im not that great at the tech side of this stuff so my description might be weird lol..
simply put how many objects can i put in my scene before it starts lagging? how big can i make a scene?
@@dimitrishow_D There is no specific number limit on how many objects you can put in the scene, it highly depends on which objects, materials, scripts, project settings etc. Good optimization for a mobile device is one of the hardest topics. The "simple" fix would be to remove objects until it runs with good performance, the proper solution is to playtest and use the profiler tools and adjust based on the profiler results. There are some general hints/tips that can be followed (like the Andrew video mentioned above) but in the end every project is different, so everyone has to find their on bottlenecks and the profiler can help.
@@r1pfake521 ok thnx for great reply ..and yeah that was gonna be my solution ..take away bits of the city untill it runs smooth and then create different scenes for all those areas.
thnx !
Hm but when you walk they are moving weirdly. lagging...
Hello, does this behaviour happen to anyone: the physics hands were stuck/blocked by objects like walls when teleporting to a different location?
Yes as the movement or the hand are continuous when following this can happen if there is a wall between you and where you teleport. Best thing is to teleport the hand aswell to the destination
@@ValemTutorials Thanks for the reply and making such great content, my workaround is: not having non-physical hands but placing the physics hand model back to the parent XR controller!
When i test out the game at the end my hands are still rotating? what do i do?
Did you find an answer ? Mine keep rotating and not following my controllers position
im having a problem where the vr hands are spinning the wrong way to get to the original position
you wanna switch:
rb.angularVelocity = rotationDifferenceInDegrees * Mathf.Deg2Rad / Time.fixedDeltaTime;
With
if (angleInDegree > 180)
{
rb.angularVelocity = -rotationDifferenceInDegree * Mathf.Deg2Rad / Time.fixedDeltaTime;
}
else
{
rb.angularVelocity = rotationDifferenceInDegree * Mathf.Deg2Rad / Time.fixedDeltaTime;
}
hope this helps
@@-cursed- Bro I kiss your eyes
anyone else's hands stop animating after finishing?
is it just me or does the hand rotate very slow
The angular velocity of the rigid-bodies on the hands is being clamped, resulting in a slower turn speed than what is calculated. This is very apparent with fast hand movement/rotations.
To fix this issue, in the Start() method after the line:
rb = GetComponent();
add the following line:
rb.maxAngularVelocity = 20;
This overrides the default maxAugularVelocity of 7 which is not sufficient here, hence the issue that is being observed.
@@cedricknapp2889 Thank you so much! I never knew that was a thing! You just saved me a crap ton of maths!
Edit: Nevermind still an issue :/
Basically if I just rotate my wrist in general and not just wave my hand while rotating it, it linearly moves to the right rotation and it's so annoying
@@ethanjamesbarron hmmm sorry I didn't see this issue occuring for me as far as I could tell. I'm not sure exactly what would help here unfortunately
@@cedricknapp2889 It’s alright. I guess I’ll have to try another way. Thanks though!
@@ethanjamesbarron I know I'm late but did you figure it out?
The Download Link is filled with empty folders so RIP
my hands are lagging behind
Bomboclat
I literally missed typing a ( and felt really stupid after a finnally figured it out
x2
hey
my hands don't animate
I'm having the same issue
my brain is rock idiot this is the first game I ever made it looks shit but it is going to work
Valem, this needs to stop. I just found out you now have a fourth series on this topic.
Which one do I follow? Which one is correct? Why do they reference eachother? Why!???!? I just want to make epic hentai VR game.
:D
Qui?
Mmmm chocolate
adding the hands in but they pink
I kinda bad tutorial not a super bad one but a little bit he just show what he have done