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Question latency on grabbed object when I move the stick

Discussion in 'XR Interaction Toolkit and Input' started by cibernaio, Apr 24, 2023.

  1. cibernaio

    cibernaio

    Joined:
    Oct 16, 2022
    Posts:
    11
    ezgif.com-optimize (1).gif
    HI,
    I'm using the new XRI sample project,
    I've seen that if I move the stick, the object I'm holding doesn't stay still in my hand but moves a span to the opposite side of the movement, how can I reduce or eliminate this problem?
    I would like to play a sport game with bat in hand (including physics, so "is kinematic" is not good)that hit a ball, but I can't solve this defect. I tried to play with all the parameters of the physics and time menu, in the Unity project setting without solving or reducing the problem.
    I've tried a bunch of games on Quest2 and none have this bug.
    Who can help me?
    Thanks
     
  2. ericprovencher

    ericprovencher

    Unity Technologies

    Joined:
    Dec 17, 2020
    Posts:
    267
    Two things to try
    1. There are movement multiple modes you can use on a grab interactable. (Instantaenous, velocity, kinematic). Try instantaneous.
    2. In the physics settings, try enabling “auto-sync transforms”.
    Hope that helps!
     
  3. cibernaio

    cibernaio

    Joined:
    Oct 16, 2022
    Posts:
    11
    Tried auto-sync transforms checked but nothing changed,
    and if I put on "XR grab interactable" -> "movement type" = instantaneous, the object moves perfectly synchronized if I move the stick, on the other hand, it loses physics altogether, for example if I throw a ball, it no longer bounces:
    instantaneous.gif

    if I put on "XR grab interactable" -> "movement type" = velocity tracking(or kinematic) when I move the stick there is latency, i.e. my problem to solve, while if I bounce a ball, here the physics is perfect :
    velocityTraking.gif
     
    Last edited: Apr 26, 2023