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Makes an object “grabbable” using the grip button on a VR controller. |
Note that these settings are overridden by any VR Attachable that’s attached to this object. See Attachables.
Name | Description | |
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Show When Grabbed | Objects to show when the item is grabbed. | |
Show When Not Grabbed | Objects to show when the item is not grabbed. | |
Grab Anchor | A transform that defines the grab position of the object for either hand. Will align with the Grip Position of the grabber. | |
Left Hand Grab Anchor | A transform that defines the grab position of the object for the left hand. | |
Right Hand Grab Anchor | A transform that defines the grab position of the object for the right hand. | |
Usable Object | Associates this grabbable with a Usable Object (see Usable Object Actions ) | |
World Object | Associates this grabbable with a World Object Behaviour. | |
Allow Distance Grab | Allow the object to be grabbed from a distance. | |
Only Grabbable When Targeted | If set, the object is only grabbable if it is currently targeted by an Object Interaction or other interactible Resource. | |
Allow Offhand Grab | Allow the object to be switched from one hand to the other. | |
Snap Position | Whether to “snap” the object to the grabber’s position. This is often useful for distance grab, but not as natural for proximity grab. One of: Never: Leave the object in its starting place. Object will float and move at a distance from the grabber. Distance Only: Only snap if user is grabbing object from a distance. Always: Always snap the object. | |
Snap Orientation | Same as Snap Position, but for the object’s rotation. | |
Ignore Offhand Snap | If set, do not snap when switching hands (generally should be set to false for natural handoff). | |
Track Position | If set, track the grabber’s position. | |
Track Orientation | If set, track the grabber’s orientation. | |
Grab Points | If set, defines the colliders that represent the object’s grab points. By default uses any colliders in the object hierarchy. | |
Distance Grab Colliders | If set, defines a different set of colliders for detecting distance grab. | |
Highlight When Held | If set, the object will be highlighted when held. See Object Highlighting. | |
Limit Move Axis | If set, limits the move axis set below. (Note that this is often better handled using joints or limits on the Rigidbody.) | |
Move Axis | The axis to limit motion. | |
Grab Requirements | Detailed requirements for how this item can be grabbed. All must be met for the grab to succeed. Hand: Hand to use Target Name: A named “Grab Area.” Used by Equip Targets (e.g. grab at right shoulder). Grab Points: An array of colliders that satisfies this requirement. | |
Required Hand | The hand that user must use for grabbing. | |
Rigidbody | The Rigidbody used by this Grabbable. | |
Grab Highlight Object | If set, use this object to apply any highlights. | |
Release Behavior | Return - object is returned to where it was picked up Use Physics - object acts as a normal rigid body, can be thrown, dropped, etc. Delayed Return with Physics - object acts as a normal rigid body for a brief period (typically 1s), then is returned to where it was picked up Leave in Place - object is left where it was let go Leave and Reset Rigidbody - object is left where it was | picked uplet go and Rigidbody is reset to its initial settings Physics then Kinematic - Use physics until the object comes to rest, then set the Rigidbody to Kinematic. This is good for allowing a natural physics reaction when letting go, but then disabling physics so that you avoid awkward collisions, etc. |
Use Gravity on Release | Whether to apply gravity on release. This allows you to create a rigid body that otherwise ignores gravity, but allows you to apply gravity on release so that the object can be dropped. | |
Working Surfaces Only | If true, this object will only say on surfaces marked as a “Working Surface” (see World Configuration). If it uses physics on release and lands on a non-working surface, it will return to where it was picked up. | |
Release When Stuck | If true and Move Mode = “Physics”, then release the object if it gets “stuck”. | |
Release When Stuck Distance | How far the grabber moves away from the object before it’s considered “stuck”. | |
Release When Stuck Time | How long the object has to be more than Release When Stuck Distance away from the grabber before it is released. | |
Move Mode | How the object is moved by the Grabber Kinematic: Object Rigidbody is set to Kinematic and object transform is directly updated. Physics: Grabber uses physics to move the object, allowing it to get “stuck,” etc. Static: Object does not move. |
Rigid Bodies
Grabbables require a ridid body. Although not a Motive component, it’s important to understand the rigid body properties.
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