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Makes an object “grabbable” using the grip button on a VR controller.

Name

Description

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 .

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 picked up

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.

Rigid Bodies

Grabbables require a ridid body. Although not a Motive component, it’s important to understand the rigid body properties.

Mass, Drag, Angular Drag

Physics parameters that affect how the object behaves when physics is applied.

Use Gravity

Whether the object is subject to gravity.

Is Kinematic

Kinematic objects are ignored by the physics system. Note that this and “use gravity” can be temporarily overridden by the VR Grabbable to create more natural release behaviour for kinematic objects.

Colliders

VR Grabbables require a collider to detect the grab intent and action. The colldier may or may not be configured as a trigger.

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