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Interactor - Interaction Handler for IK (Procedural Interactions)

Discussion in 'Assets and Asset Store' started by razzraziel, Sep 11, 2020.

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  1. razzraziel

    razzraziel

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    @dhishii

    You're using pivot object, remove it or uncheck pivot x, y, z settings on InteractorObject.
     
  2. dhishii

    dhishii

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    Thank you!
     
  3. dhishii

    dhishii

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    Aug 22, 2018
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    Hello,
    I'm getting this error when I instantiate my player into the scene. But, I can't seem to find the missing reference. Do you know what might be causing this?

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. razz.Interactor.DistanceObjRay () (at Assets/Interactor/Scripts/Interactor.cs:335)
    3. razz.Interactor.FixedUpdate () (at Assets/Interactor/Scripts/Interactor.cs:277)
     
  4. razzraziel

    razzraziel

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    Hi @dhishii

    Did you check the warning messages? Like this one


    If that's the issue, you need to set your main camera as MainCamera from its tags. Camera is needed for distant object interactions with mouse cursor.

    Or you can disable distant object raycasting by setting its distance to 0.
     
    Last edited: May 25, 2023
  5. dhishii

    dhishii

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    I have my Camera off on start. That was the issue. Thank you!
     
  6. Rewaken

    Rewaken

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    Mar 24, 2015
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    upload_2023-6-1_16-36-13.png

    I've just purchased the asset and I'm trying out the example scenes to understand it. I also imported Final IK. However, whether with or without Final IK, the way the player sits on the wheelchair or other interactions like sitting on a sofa looks weird. Is there anything I can do to fix this?
     
  7. razzraziel

    razzraziel

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    Hi @Rewaken

    It is easier to explain that with a video. Also you can watch other details from tutorials.

     
    Rewaken likes this.
  8. stoogebag

    stoogebag

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    Jan 30, 2013
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    Hi

    I am having issues with FinalIK. The position is being set fine, but my rotations are off (by 180 degrees, it seems). I can't see the difference between my setup and the examples. I can work around, or more likely wait (hopefully not long) until 1.0, but if there is something i might be obviously missing here could you let me know?

    Cheers
     
  9. razzraziel

    razzraziel

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    Hi @stoogebag

    Are you using InteractorTargets by your own character bones or are you using example scene targets? Can you show the issue?
     
  10. stoogebag

    stoogebag

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    I was using the prefabs from the Unity Armature folder. Switching to Protoman, it's oriented correctly so we are ok. Are the Unity armatures rigged differently or something?
     
  11. razzraziel

    razzraziel

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    @stoogebag

    Characters can have different bone orientations and bone count, so that's why you need to create your targets from your own character.
     
  12. razzraziel

    razzraziel

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    Interactor v0.95 is done and will be available in few days. I will post full change log, it has lots of fixes and improvements.

    This version also introduces InteractorAI, enabling characters to autonomously navigate to interactions.
    InteractorAI can even initiate interactions while en route. Watch the showcase and detailed tutorial video for a comprehensive demonstration. I hope you like it.

     
    GreaserMonkey and julianr like this.
  13. razzraziel

    razzraziel

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    Interactor v0.95 is live! (changelog)

    Furthermore, I added an extra tutorial for different types of controllers, such as Invector, Opsive and GKC.

     
    GreaserMonkey, julianr and hopeful like this.
  14. julianr

    julianr

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    Much needed update - thank you for your continued support of this asset. It is certainly one that every game should have when interaction is concerned. Saving a ton of time!
     
    razzraziel likes this.
  15. GreaserMonkey

    GreaserMonkey

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    Feb 10, 2019
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    Hi

    I'm using Unity 2022.3.2f1. I imported Interactor but I got one error:

    Assets\Interactor\Scripts\InteractorAiInput.cs(209,24): error CS0246: The type or namespace name 'InteractorKeys' could not be found (are you missing a using directive or an assembly reference?)

    Is this a Unity version related error?

    I imported the 0.95 Interactor.
     
    Last edited: Jun 20, 2023
  16. razzraziel

    razzraziel

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    GreaserMonkey likes this.
  17. razzraziel

    razzraziel

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    Interactor v0.95a is live with latest fixes (changelog).
    You can delete Interactor folder and install the new version.
     
    GreaserMonkey likes this.
  18. GreaserMonkey

    GreaserMonkey

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    Thanks! That was very quick.

    I'm following the tutorials and I noticed a minor thing. Long prefab names don't fit into the UI as you can see on this image. For example I named it LeftHand_Grab_Horizontal and the name needs two rows on the UI. It's a little bit hard to read.
    upload_2023-6-20_19-24-33.png
     
  19. razzraziel

    razzraziel

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    @GreaserMonkey
    Yeah, for that I guess you need to rename them as RH_Grab2, LH_Grab_H...etc for a while :)
     
    GreaserMonkey likes this.
  20. GreaserMonkey

    GreaserMonkey

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    I have questions regarding the one hand pick and Hold in position. I set this for flashlight object and it is working as expected but I noticed that when I move player character the hand does not stay fixed at that point because character is animated a bit but flashlight does keep that hold position. So the hand and held object do not stick together. See image. Hand has moved under the flashlight for a moment. Hand does come back to the correct hold position when I stop moving. Could there be a solution for this to keep the hand fixed to the object it is holding when moving around? I was hoping that IK would fix this but apparently it does not.

    Other thing I was hoping for is for first person view I could keep the flashlight (or any object) on hand and look around any direction and point with the flashlight to the direction player is looking but flashlight is only following left or right movement. Not up or down movement. I did look at the 04_ First person Example Scene where player can grab a rifle and look around with it but I failed to understand what I need to do to achieve same results with flashlight object but I assume it must be something simple.
    upload_2023-6-26_22-29-11.png
     
  21. razzraziel

    razzraziel

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    Hi @GreaserMonkey

    In the FPS Example Scene, the player uses pick up objecs without Hold In Position option. So objects gets parented by the player hand bone and they follow any animation it has.

    If you use Hold In Position, bone will follow your object with its target via modifying rotations (arm and elbow). That's how two bone ik works. But if your animation has position changes as well, probably they're causing that offset change. Because directly editing hand position is a bit risky, then your upper bones may not getting correct angles. But you can do it when the weight is fully 1, which means your hand is staying on object.

    On TwoBoneIKSolver.cs script you can add this to Line 110 at the end of SolveIK method:
    Code (CSharp):
    1. if (weight == 1f) tipBone.position = targetPosition;
     
    GreaserMonkey likes this.
  22. razzraziel

    razzraziel

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    Interactor v0.96 is done. I will post the new tutorial and changelog soon.
     
  23. razzraziel

    razzraziel

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    Last edited: Jul 31, 2023
    Tang-Bo, julianr and shyamarama like this.
  24. julianr

    julianr

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    @razzraziel - This is an awesome update thanks! This is one of the assets that I look forward to on each update. It's very good, but once you've reached 1.0 I would imagine that it will be perfect. Keep at it, the end goal is in sight. I will be one of the devs that will recommend this asset in a big way soon.
     
  25. razzraziel

    razzraziel

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    @julianr Thank you so much for your kind words! And I share your excitement for the day it reaches its 1.0 version.
     
    julianr likes this.
  26. jschalky

    jschalky

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    Hi I'm interested in buying this. I do already have final ik but im mostly interested in it for the first person aspect. The video shows some weapon aiming and what not. Curious to know how that interaction works at a scene level Is it transitioning to wieldable\ aiming state using final ik or is it purely your assest doing the the aming?
     
  27. razzraziel

    razzraziel

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    Hi @jschalky thank you for your interest. Currently Interactor's main focus is Third Person and works great with Final IK.

    It also has two bone solvers for First Person as well but Final IK is not working well with it. It is something I'm planning after v1.0.
     
    Polaaa likes this.
  28. Vera987

    Vera987

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    Nov 15, 2016
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    Heyoo! Interactor seems super interesting and your trailer videos are 10/10, informative and hilarious. Does this asset work with strictly humanoids only, or would it work with generics too that would have for example multiple feet?
     
  29. razzraziel

    razzraziel

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    Hi @Vera987

    Thank you! It is primarily intended for humanoids, but it also works with generic models such as FPS rigs or spiders or even the Truck in the example scenes. It has two bone solvers, but you need to code its behavior, including leg positioning and timings, etc.
     
  30. Vera987

    Vera987

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    Thank you for the answer, that is excellent news! :)
     
  31. BLInformatique

    BLInformatique

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    Hi, how to increase interactor interaction distance for FPS ? Thanks in advance.;)
     
  32. razzraziel

    razzraziel

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    Hi @BLInformatique,

    If it is specific to some interactions, you can override their range rules on their InteractorTargets (Override Effector Rules). If you want to increase the overall range, you can increase your sphere trigger size and max distance on Interactor (Effector Max Range).