Search Unity

Question Grab Rotation Fix

Discussion in 'AR/VR (XR) Discussion' started by AnahidE5, May 2, 2022.

  1. AnahidE5

    AnahidE5

    Joined:
    Jan 10, 2022
    Posts:
    40
    So I understand that XR Interaction Toolkit is coming up with a solution to this. But before that happens, I need to fix this problem for my project.
    When I pick up an object using a ray interactor (or direct interactor), the rotation of the object always resets to match the "hand" or controller. I need the object to keep its rotation. I'm trying to add a script to do this but I can't seem to get it right. I tried to get the rotation this way:
    Code (CSharp):
    1.     void Start()
    2.     {
    3.         interactor = grabee.transform.GetComponent<XRGrabInteractable>();
    4.     }
    5.     void Update()
    6.     {
    7.         interactor.selectEntered.AddListener(GetRotation);
    8.     }
    9.     void FixedUpdate()
    10.     {
    11.         if(interactor.isSelected)
    12.             RotateWith();
    13.  
    14.         if(interactor.isSelected)
    15.             MoveWith();
    16.     }
    17.  
    18.     public void GetRotation(SelectEnterEventArgs args)
    19.     {
    20.         flag = true;
    21.         originalRotation = grabee.transform.localRotation;
    22.     }
    23.  
    24.     public void MoveWith()
    25.     {
    26.         grabee.transform.position = grabber.transform.position;
    27.     }
    28.  
    29.     public void RotateWith()
    30.     {
    31.         if(flag)
    32.         {
    33.             grabee.transform.localRotation = grabber.transform.localRotation * originalRotation;
    34.             flag = false;
    35.         }
    36.         else
    37.         {
    38.             grabee.transform.localRotation = grabber.transform.localRotation;
    39.         }
    40.     }
    But I think I need to get the rotation right before selectEntered. But I don't know how or if that's really the way. Any help would be much appreciated.
     
  2. rickitz5

    rickitz5

    Joined:
    Aug 8, 2021
    Posts:
    31
    I think this is where things could be wrong.

    Multiplication does not seem right, I would have used the object rotation, and then add the hand's rotation like -

    Code (CSharp):
    1. grabee.transform.localRotation =  originalRotation + grabber.transform.localRotation;
    I mean it's totally untested but you could give it a shot.
     
  3. AnahidE5

    AnahidE5

    Joined:
    Jan 10, 2022
    Posts:
    40
    That was my first instinct too but localRotations are of the type Quaternion which you can't use + for. I will try converting them to Euler angle and giving a try though. Thanks.
     
  4. mithrndir

    mithrndir

    Joined:
    Feb 18, 2022
    Posts:
    2
    Hi. Is there any updated code here, including declarations. I'm a unity newbie and am trying to do the same thing with similar issues. Thanks in advance for the help.
     
  5. JulesPeace

    JulesPeace

    Joined:
    Jun 18, 2020
    Posts:
    3
    Same for me. I am working with VRTK 4 grabbers, but the problem should be of the same kind.