• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
1
Question by ChickenBacon · Jun 16, 2019 at 10:57 AM · rigidbodycollideroculus

I fly when i pick up objects in VR

Hey folks!

I'm making a VR bowling VR game (Oculus) and having some issue with grabbable objects. I'm using the Oculus Integration asset from the store, and when I pick up object that have the grabbable script I get pushed off the map/fly, when i pull the object towards me. I have searched for a solution to this problem, but the answers i find, don't really explain what needs to be done. I have messed around with the collider and rigidbody comps but can't get it to work as i want. See pics included for settings on both my grabbable object and OVRPlayerController. Thanks in advance for suggestions!

I'm using the Oculus Quest. And Unity version 2019.1.2f1

GIF showing the problem: alt text

The solution i'm looking for is if the object would ignore the player body and not push me off the map. I also need the physics to work. Enabling "Is Kinematic" on the Rigidbody for the bowling ball, fixes the pushing bug. But then physics does not work and the object freezes in the air.

alt text

alt text

bowlingball.jpg (78.8 kB)
player.jpg (74.9 kB)
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ChickenBacon · Jun 18, 2019 at 09:08 PM 0
Share

@DDorukA Would you $$anonymous$$d looking at this. You seem to know the right settings. Thanks in advance!

2 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by ChickenBacon · Jun 21, 2019 at 04:21 PM

Finally got it working with this video: How To Add Object Grabbing for Oculus in Unity

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image zig420 · Sep 11, 2019 at 08:23 PM 0
Share

I've tried this and it doesn't work. $$anonymous$$y character still gets pushed or flies up when an object is placed under. The only difference I see is that I am using distance grab. Is it a different fix? Would really appreciate some help or some ideas on where the problem could be.

avatar image ChickenBacon zig420 · Sep 11, 2019 at 09:09 PM 0
Share

Did you follow all the steps in the video? I followed the video and created a new OVRPlayercontroller like he does, and got it working.

avatar image
1

Answer by DDorukA · Jun 18, 2019 at 09:41 PM

Hello @ChickenBacon, In my project I used Is Kinematic to solve this problem since it was my case. For your case we could try tags since we need physics to work. Whats happening here is the bowls collider is colliding with Character Controller, so we need to ignore that. I suggest you to put a tag on OVRPlayer Controller like "player", then create a script for the bowl to ignore the collision of OVRPlayer Controller by using Physics.IgnoreCollision. It should be like this, but I haven't tried it myself.

     void OnCollisionEnter(Collider other)
     {
         if (other.gameObject.tag == "player")
         {
             Physics.IgnoreCollision(other, GetComponent<Collider>());
         }
     }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ChickenBacon · Jun 19, 2019 at 09:16 PM 0
Share

Thanks for the quick reply! I will try this solution. $$anonymous$$any thanks!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

234 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why Does A Rigidbody Affect Enemy Health? 1 Answer

How do I make it so the rigibody on the parent uses the mesh collider on the children ? 0 Answers

Rigibody constraints do not work. Still moves a little. 4 Answers

Player passing through walls when in corners 0 Answers

(With picture) Platformer jumping and land problem - character goes into ground and then gets pushed back out 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges