This is massive ! Great news thanks :) , but when we release a hand, the other hand switch from attachtransform 2 to attachtransform 1. There should be a way to precise, left hand is always on attachtransform 2 without switching it automatically
WOW!!!!!!!!!! i was expecting to have to do hundreds of lines of code and days of debugging to do this, seems its already in there. really Valem, Unity needs to be paying you.
Great vid once again. I'd love if you were able to cover the kind of hand interactions AutoHand uses where the fingers curl to the collider of the thing they're picking up. I bet its super complicated though.
Love the videos as always. Is there a way to detect when only the primary hand is causing an activate event. For example only the primary hand is pulling the trigger of a gun?
I currently wrote a custom override for OnSelectEntered and Exited to track which hand is primary and secondary but was wondering if there was a more elegant solution that was already integrated
is there a way to make it so the one with the 2 attach transforms wont snap the secondary hand to the primary once the old primary let go? basically keep the second hand the secondary one once the primary is let go?
Hey Valem, thanks for all the videos! I had a quick question: I am trying to make a grab interactable that I select with one hand and activate with the other, but I haven't found a solution to accomplish this yet. In my example I have a can of food that I can pick up, but to open the can I want the player to grab the lid of the can with trigger to open it. Any ideas how to accomplish this? It seems like the "Activate" event on a grab interactable only fires when the hand holding the object pulls the trigger
Finally. Thank you so much brother. I have been waiting for this my whole life.
I remember valem released two hand grab 2 years ago, but it didn't work for me. But now it does, thank you Valem!
This is massive ! Great news thanks :) , but when we release a hand, the other hand switch from attachtransform 2 to attachtransform 1. There should be a way to precise, left hand is always on attachtransform 2 without switching it automatically
This is insanely cool! The fact that this function was added to the xr toolkit!
Like always, amazing content, keep up the great work my friend :)
WOW!!!!!!!!!! i was expecting to have to do hundreds of lines of code and days of debugging to do this, seems its already in there. really Valem, Unity needs to be paying you.
This was great Valem! Excellent work! You are a great educator, thank you for sharing.
Thank you for watching :)
thank you !
Great vid once again. I'd love if you were able to cover the kind of hand interactions AutoHand uses where the fingers curl to the collider of the thing they're picking up. I bet its super complicated though.
I’m building a staff weapon so need to have a different attach transform for the left and right hands. Is that possible now too?
Awesome! Can you make a tutorial for hand poses and teleporter with the new XR hands?
Thanks, great video.
When scaling, is there a way to control this in detail, e.g. by modifying a mesh programmatically?
PLEASE make a IK tutorial!!
He has one from awhile ago
@@mikey7095 “from awhile ago”, I tried it recently and it doesn’t work for me
@@Atlas_966 same
@@Atlas_966 it works but its very buggy
@@msms-rd6us Yeah thats why he needs to update it!
Great video ! Is it possible to make a tutorial for animations in vr ? how to use and add animation when clicking on a VR button etc, thanks !
W tutorial
Do you know what may be the problem that I can only grab objects by thumb and index finger touching together?
Bro I clicked on your channel and it said you posted this 44 seconds ago lol
Love the videos as always. Is there a way to detect when only the primary hand is causing an activate event. For example only the primary hand is pulling the trigger of a gun?
I currently wrote a custom override for OnSelectEntered and Exited to track which hand is primary and secondary but was wondering if there was a more elegant solution that was already integrated
very cool
With this new system, how can I set up custom hand poses for left & right hand?
is there a way to make it so the one with the 2 attach transforms wont snap the secondary hand to the primary once the old primary let go? basically keep the second hand the secondary one once the primary is let go?
I think making a script that will swap the two attach transform when release would work ! :)
@@ValemTutorials let me try that
@@ValemTutorials it works one way, but now if the secondary hand releases the main hand swaps to the secondary?
@@SwamySwank could you show me your script for this?
@@RK-vt1rw still working on it, i have like half of it working but I'm trying to get it to work
do a tutorial for a vr ak pleaseee
Hi valem, this Unity new XR update make the grab object cant be rotated using the joystick. is there any way to fix it? Thanks
Man, you make unity and VR development so easy. Valem >>> ChatGPT. Thanks
Hey Valem, thanks for all the videos! I had a quick question: I am trying to make a grab interactable that I select with one hand and activate with the other, but I haven't found a solution to accomplish this yet. In my example I have a can of food that I can pick up, but to open the can I want the player to grab the lid of the can with trigger to open it. Any ideas how to accomplish this? It seems like the "Activate" event on a grab interactable only fires when the hand holding the object pulls the trigger
there is no secondary attach transform for me, its not even on unity's official documentation.
update your xr interaction toolkit package to 2.3.2
@@tinytea3323 that did it, thanks.
How do I update it? @@tinytea3323
Can you make tutorial on vr multiplayer in 2023, I watched your three year old vr multiplayer videos but now many things are changed in unity
it wont let me click the multiple option
Make sure you have unity xr 2.3 installed, you can have a look at it in the package manager
👍