Allows an object to be “equipped” by a user, e.g. PPE. An equippable is often a root object configured with one or more subobjects that represent different states. Equippables can be equipped onto “EquipTargets” which are built into the VR Player prefab.
Grabbable | The VR Grabbable component linked to this Equippable. Will look to any Grabbables on the current object by default. |
World Object | If set, links this equippable to a World Object. Uses current object if it has one (e.g. MotiveSceneObject). |
Unequipped Object | The object that represents this Equippable in the Unequipped state. |
Equipped Object | The object that represents this Equippable in the Equipped state. |
Removed Object | If set, an object that represents the object after it’s removed. This may be used if the object moves to a “discarded” state instead of reverting back to the Unequipped state. |
Target Object Material | If set, changes the material of the Equip Target. This is used for gloves where the “equipped” state simply changes the material on the hands. |
Override Remove Grabbable Settings | If set, use the specified VR Grabbable settings after removing the item. This is useful for moving an object into a “discarded” state where the Grabbable should behave differently. For example, before being equipped, a glove may have release behaviour=Use Physics then Return, but after removing may switch to “Use Physics” so that it can be discarded. |
Remove Grabbable Settings | Sets the Grabbable settings to these value if the Override flag is set. |
Allow Same Hand Equip | Can this Equippable equip to the hand that’s holding it? By default no: picking up a glove should not immediately equip that glove to the hand that picked it up. |
Allow Equip Without Grab | If true, the item can be equipped without being picked up. |
Targeted Equip Items | Can be used to place specific objects and materials on other named equip targets. For example, set the sleeves of a gown when equipping the gown. |
Unequip Grab Requirements | More specific requirements for how an item needs to be grabbed to be removed. |
Colliders | The colliders that are used for collision detection for equipping. Uses colliders on the object by default. |
Example
This shows the hierarchy for a donnable PPE gown.
Note that all of the objects are baked into the prefab itself and not spawned dynamically.
Equippable Object configuration:
Notes:
Different states for Unequipped/Equipped/Remove
On remove, the Grabbable release behaviour is set to “Use Physics” so that it can be discarded
The gown has sleeves, which are attached to the named “Left Sleeve” and “Right Sleeve” equip targets.