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Grab mechanics and default controllers vs alternate controllers

Discussion in 'VR' started by foxvalleysoccer, May 22, 2018.

  1. foxvalleysoccer

    foxvalleysoccer

    Joined:
    May 11, 2015
    Posts:
    108
    It seems the grab mechanics example project doesn't work unless you check the controllers Alternate Right Controller option and add a object to override the controller

    Can I just add a collider to the controller and then have the controller be able to pick up a grabbable object? where do the controller prefabs live I cant find them in the holotoolkit?

    Why must we use alternate controllers to grab objects?
     
  2. JasonCostanza

    JasonCostanza

    Unity Technologies

    Joined:
    May 23, 2017
    Posts:
    400
    Purely speculation because Unity does not work on the Toolkit project, but from my experience with it the controller models they load (the default windows ones) are GLTF models pulled from a particular DLL. These do not come with collision shapes to detect whether you're grabbing. You would need to attach your own collider component at some point during runtime after the models themselves are loaded.

    An alternate model would work because in theory it's a prefab with a collider component included in that as you apply it to the alternate model field in the Inspector panel.

    But again, your mileage may vary on my response. Questions on specific functionality are better fronted over at the HoloToolkit GitHub page. https://github.com/Microsoft/MixedRealityToolkit-Unity
     
  3. foxvalleysoccer

    foxvalleysoccer

    Joined:
    May 11, 2015
    Posts:
    108
    Thanks I was thinking the same thing but my knowledge is limited.