I noticed you are also a bit shaky on the hands in VR (I am too). Is there perhaps some way to smooth out the rotation motion to remove some of that jittery motion? It is especially noticeable when I hold an object if I grip my controller a bit too tight. I am not really that shaky in real life but the tracking on the Quest 2 (and now Quest 3) seems to be somewhat oversensitive.
Do you have any tutorials on extending the interactable class? I’ve been trying to create an object that you can hold with one hand, and then if you grab the object with the other hand (while still holding it) you grab a new object. It’s not like an inventory, where the other items are hovering around the base item, but more like a container that you’re pulling objects out of. I’ve been wrestling with this for the last few weeks or so and can’t seem to find any good resources on extending the base classes to add/tweak this kind of functionality
Great video, very clear and easy to follow. I am trying this with my Oculus Rift and I was wondering how to set the buttons for this? It's not fully clear to me which button to click to do the interaction or should it attach as soon as the colliders overlap?
another cool tutorial! thank you! the small thing i can’t find in the tutorials is: how to apply a “feeling of mass” for the grabbables? because everything you can grab becomes a zero-weight thing :( is there some easy way or this is something you need to do in code with inheritance of the base class?
You might want to consider playing with setting the object to velocity tracking and messing with attach ease in time and smooth position/rotation. It could help give that feeling of weight. I'll see if I can add "feeling of mass" when I cover two handed grabbing!
@@FistFullofShrimphi! long time no see!!! Had some free time to try the settings you mentioned, but can't say i reached the result i was expecting for. it' basically changes almost nothing, but i see this possible for sure while playing oculus or psvr games. so, if you have a time to cover this, please do!!! i believe it's something one can achieve with some additional coding. but my power here is kind of limited :(
update: i've reached the feeling i was searching for with velocity scale (0.1 - 0.05 is good to emulate heavy thing) + some haptic feedback. so thank you any way! you moved me to the right direction!
Thank you for your wonderful tutorial. If using xrit to splice objects, similar to LEGO, how can they be connected one by one? Do you have any good suggestions? Or could you create a video tutorial about it?
Odd, when I add an `XR Direct interactor`, my project does not auto-populate the `Interaction Manager` field with an `XR Interaction Manager`. I have scanned through the last 2 videos and my project, and cannot find a reason why it is not auto-populating. I have an XR Interaction Manager object in my scene, it can be equipped to other objects (and needed to be). I see it has Starting Hover and Select filters, and I am trying to figure those out now.
To fix this, apparently, I needed to have the Collider on the same gameObject as the XR Grab Interactable and Rigidbody if I am using a Base Prefab. Even though the `XR Grab Interactable` was always able to find the mesh collider on children and add them to the list, they never worked.
Nice tutorial. I'm experiencing an unpleasant delay in grabbing. This works for all the different types of grabbing, and the problem is that it takes a good .5 seconds of holding the grip button to grab the different objects I've set up. This will be confusing for players, why is this happening?
I got this to work a couple weeks ago (your tutorials are amazing, thank you), however I wanted to take it further and create a basketball type game. When I returned to the project I found that when I'd hit play the objects would fly away at an extremally high speed (opposite direction of the table). The 3 cubes are not overlapping in the scene... believe I've run into this before but can't recall the solution. Does anyone have an idea of what may be going on?
Looks like you have a collider in your scene that is bigger than it should Tips : You can write "t:Collider" in the hierarchy search bar. It will show you every Collider component That way you can quickly check your colliders
You can also view the colliders via the Physics debugger : Window/Analysis/Physics Debugger Than check your Scene, you'll see in the bottom right a "Collision Geometry", check it and you'll see every colliders as opaque
amazing video but there is a gap on the grabbable object U jumped it and this make the tutorial not smooth, what a pity, thanks anyway for Ur big work.
The xr interaction toolkit updates every year and with it, comes a ton of changes. Tutorials from previous years don't work with the most up to date version of the xr interaction toolkit. This means I have to redo this series every year if the changes are drastic enough. This year, I'm planning on reducing it to a single long-form video. Hope this clarifies things.
yessir another one
Another great video from the master of shrimp!
We really should stop meeting like this on the internet. People will start to get suspicious!
0:48 Note for myself: Make sure to check the box "Is Trigger". Otherwise the hands cannot grab anything.
Thanks for the tutorial!
You're welcome! The trigger thing is super common to forget. It's immortalized in my checklist of "why can't I pick this up!?!?!"
Thank you so much!
Your tutorials are great :)
Thank you !
I noticed you are also a bit shaky on the hands in VR (I am too). Is there perhaps some way to smooth out the rotation motion to remove some of that jittery motion? It is especially noticeable when I hold an object if I grip my controller a bit too tight. I am not really that shaky in real life but the tracking on the Quest 2 (and now Quest 3) seems to be somewhat oversensitive.
i cant add the xr direct interactor, nothign shows up
ur project may be bugged
happens to me all the time
Do you have any tutorials on extending the interactable class? I’ve been trying to create an object that you can hold with one hand, and then if you grab the object with the other hand (while still holding it) you grab a new object. It’s not like an inventory, where the other items are hovering around the base item, but more like a container that you’re pulling objects out of. I’ve been wrestling with this for the last few weeks or so and can’t seem to find any good resources on extending the base classes to add/tweak this kind of functionality
Great video, very clear and easy to follow. I am trying this with my Oculus Rift and I was wondering how to set the buttons for this? It's not fully clear to me which button to click to do the interaction or should it attach as soon as the colliders overlap?
I can hold it, but its like 20 feet away from me. can someone please help?
another cool tutorial! thank you! the small thing i can’t find in the tutorials is: how to apply a “feeling of mass” for the grabbables? because everything you can grab becomes a zero-weight thing :( is there some easy way or this is something you need to do in code with inheritance of the base class?
You might want to consider playing with setting the object to velocity tracking and messing with attach ease in time and smooth position/rotation. It could help give that feeling of weight. I'll see if I can add "feeling of mass" when I cover two handed grabbing!
@@FistFullofShrimphi! long time no see!!! Had some free time to try the settings you mentioned, but can't say i reached the result i was expecting for. it' basically changes almost nothing, but i see this possible for sure while playing oculus or psvr games. so, if you have a time to cover this, please do!!! i believe it's something one can achieve with some additional coding. but my power here is kind of limited :(
update: i've reached the feeling i was searching for with velocity scale (0.1 - 0.05 is good to emulate heavy thing) + some haptic feedback. so thank you any way! you moved me to the right direction!
Thank you for your wonderful tutorial. If using xrit to splice objects, similar to LEGO, how can they be connected one by one? Do you have any good suggestions? Or could you create a video tutorial about it?
Odd, when I add an `XR Direct interactor`, my project does not auto-populate the `Interaction Manager` field with an `XR Interaction Manager`. I have scanned through the last 2 videos and my project, and cannot find a reason why it is not auto-populating. I have an XR Interaction Manager object in my scene, it can be equipped to other objects (and needed to be). I see it has Starting Hover and Select filters, and I am trying to figure those out now.
To fix this, apparently, I needed to have the Collider on the same gameObject as the XR Grab Interactable and Rigidbody if I am using a Base Prefab. Even though the `XR Grab Interactable` was always able to find the mesh collider on children and add them to the list, they never worked.
Need some help when I grab something goes into sky
Can I grab multiple objects at once?
Nice tutorial. I'm experiencing an unpleasant delay in grabbing. This works for all the different types of grabbing, and the problem is that it takes a good .5 seconds of holding the grip button to grab the different objects I've set up. This will be confusing for players, why is this happening?
I got this to work a couple weeks ago (your tutorials are amazing, thank you), however I wanted to take it further and create a basketball type game. When I returned to the project I found that when I'd hit play the objects would fly away at an extremally high speed (opposite direction of the table). The 3 cubes are not overlapping in the scene... believe I've run into this before but can't recall the solution. Does anyone have an idea of what may be going on?
Looks like you have a collider in your scene that is bigger than it should
Tips : You can write "t:Collider" in the hierarchy search bar. It will show you every Collider component
That way you can quickly check your colliders
You can also view the colliders via the Physics debugger :
Window/Analysis/Physics Debugger
Than check your Scene, you'll see in the bottom right a "Collision Geometry", check it and you'll see every colliders as opaque
8:54
amazing video but there is a gap on the grabbable object U jumped it and this make the tutorial not smooth, what a pity, thanks anyway for Ur big work.
make a stabbing tutorial
Based off my zombie intro, I probably should!
@@FistFullofShrimp im sure it would be one of the most advanced tutorial
I dont understand why did you keep remaking the same tutorial over and over, but thanks i guess
The xr interaction toolkit updates every year and with it, comes a ton of changes. Tutorials from previous years don't work with the most up to date version of the xr interaction toolkit. This means I have to redo this series every year if the changes are drastic enough. This year, I'm planning on reducing it to a single long-form video. Hope this clarifies things.