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Question VR Procedural IK grab script not working

Discussion in 'Scripting' started by RealFireStarter, Jun 5, 2023.

  1. RealFireStarter

    RealFireStarter

    Joined:
    Dec 5, 2022
    Posts:
    3
    The script is still a work in progress but on lines 35, 36, 42 and 43 I get error cs1503. I cannot fix it for the life of me.
    Code (CSharp):
    1.  
    2. using System;
    3. using UnityEngine;
    4. using UnityEngine.XR;
    5. using UnityEngine.XR.Interaction.Toolkit;
    6.  
    7. public class HandController : MonoBehaviour
    8. {
    9.     // Animator for hand IK animations
    10.     public Animator animator;
    11.     // Finger target positions for hand IK
    12.     public Transform[] fingerTargets;
    13.     // Default finger target positions for hand IK
    14.     public Transform[] defaultFingerTargets;
    15.  
    16.     // Layer mask for objects that can be grabbed
    17.     public LayerMask grabbableLayer;
    18.     // Distance within which objects can be grabbed
    19.     public float grabDistance = 0.1f;
    20.     // Reference to the XRDirectInteractor component for input handling
    21.     public XRDirectInteractor gripInteractor;
    22.     // Transform representing the point in the hand where objects will be grabbed
    23.     public Transform handGrabPoint;
    24.  
    25.     // Rigidbody of the currently grabbed object
    26.     private Rigidbody grabbedObject = null;
    27.  
    28.     // PhysicsHand variables
    29.     public Transform trackedTransform = null;
    30.     public Rigidbody body = null;
    31.     public float positionStrength = 15;
    32.  
    33.  
    34.     private void Start()
    35.     {
    36.         gripInteractor.onSelectEntered.AddListener(OnSelectEntered);
    37.         gripInteractor.onSelectExited.AddListener(OnSelectExited);
    38.     }
    39.  
    40.  
    41.     private void OnDestroy()
    42.     {
    43.         gripInteractor.onSelectEntered.RemoveListener(OnSelectEntered);
    44.         gripInteractor.onSelectExited.RemoveListener(OnSelectExited);
    45.     }
    46.  
    47.     private void OnSelectEntered(SelectEnterEventArgs args)
    48.     {
    49.         // Perform grabbing logic
    50.         grabbedObject = args.interactable.GetComponent<Rigidbody>();
    51.         grabbedObject.isKinematic = true;
    52.         grabbedObject.transform.SetParent(handGrabPoint);
    53.         UpdateFingerTargets(grabbedObject.gameObject);
    54.     }
    55.  
    56.     private void FixedUpdate()
    57.     {
    58.         // PhysicsHand: Update the hand's Rigidbody to follow the tracked transform
    59.         var vel = (trackedTransform.position - body.position).normalized * positionStrength * Vector3.Distance(trackedTransform.position, body.position);
    60.         body.velocity = vel;
    61.     }
    62.  
    63.     private void OnAnimatorIK(int layerIndex)
    64.     {
    65.         // HandIKController: Update the IK positions and rotations for each finger
    66.         for (int i = 0; i < fingerTargets.Length; i++)
    67.         {
    68.             animator.SetIKPositionWeight(AvatarIKGoal.LeftHand + i, 1);
    69.             animator.SetIKRotationWeight(AvatarIKGoal.LeftHand + i, 1);
    70.  
    71.             animator.SetIKPosition(AvatarIKGoal.LeftHand + i, fingerTargets[i].position);
    72.             animator.SetIKRotation(AvatarIKGoal.LeftHand + i, fingerTargets[i].rotation);
    73.         }
    74.     }
    75.  
    76.  
    77.  
    78.     private void OnSelectExited(SelectExitEventArgs args)
    79.     {
    80.         // Perform releasing logic
    81.         grabbedObject.transform.SetParent(null);
    82.         grabbedObject.isKinematic = false;
    83.         grabbedObject = null;
    84.         ResetFingerTargets();
    85.     }
    86.  
    87.     private void UpdateFingerTargets(GameObject grabbedObject)
    88.     {
    89.         Bounds objectBounds = grabbedObject.GetComponent<Renderer>().bounds;
    90.  
    91.         for (int i = 0; i < fingerTargets.Length; i++)
    92.         {
    93.             Vector3 targetPosition = CalculateTargetPosition(objectBounds, i);
    94.             fingerTargets[i].position = targetPosition;
    95.         }
    96.     }
    97.  
    98.     private Vector3 CalculateTargetPosition(Bounds objectBounds, int fingerIndex)
    99.     {
    100.         float normalizedFingerIndex = (float)fingerIndex / (float)(fingerTargets.Length - 1);
    101.         Vector3 targetPosition = Vector3.Lerp(objectBounds.min, objectBounds.max, normalizedFingerIndex);
    102.         return targetPosition;
    103.     }
    104.  
    105.     // Reset the finger targets to their default positions
    106.     private void ResetFingerTargets()
    107.     {
    108.         for (int i = 0; i < fingerTargets.Length; i++)
    109.         {
    110.             fingerTargets[i] = defaultFingerTargets[i];
    111.         }
    112.     }
    113. }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,520
    You're just making typos or perhaps you haven't finished the tutorial you are working from.

    Only you can fix those and you can always fix errors yourself. Here's how:

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    ----

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! See above.
     
  3. RealFireStarter

    RealFireStarter

    Joined:
    Dec 5, 2022
    Posts:
    3
    Thanks man ill follow those steps from now on. I was trying to use an ai to teach me but it doesn't seem to work too well at teaching me how to code lmao. but thanks ill follow the rules