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Motive’s VR grabbable system allows developers to create realistic training scenarios that are particularly useful at training muscle memory. Mixing grabbables with Unity’s Joint system can create very realistic training environments with elements that move much in the same way as they would move in real life.

VR Grabbables and their associated rigidbodies are described here: Unity Components.

Unity Joints

It can be non-intuitive to configure joints in Unity to mimic real-world mechanical objects. Here are some observations:

  1. Joints are often “spongy” by default. This is a result of how Unity’s physics engine works. This is particularly noticeable if you configure a handle as a subobject of the object it’s moving and connect it to that object with a Fixed Joint. You will frequently notice that the handle is not rigidly connected to the thing it’s moving. There are a couple of options:

    1. Re-structure the model so that the handle is actually a parent of the object it’s moving. The parent-child relationship will always be fixed.

    2. Use a configurable joint, fix all values, and set Projection Mode to “Position And Rotation.” More info here: https://docs.unity3d.com/ScriptReference/ConfigurableJoint-projectionMode.html

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