Physical actor of object link to a controller doesn't collide correctly

Physical actor of object link to a controller doesn't collide correctly

PRuveron
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Physical actor of object link to a controller doesn't collide correctly

PRuveron
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Bonjour,

Vive project and use of flow nodes.

 

I've create a 3D menu who pop in front of the controller 1.

For that, I create some Units with physic actor on that I link with the controler (Steam VR link node to Tracker)

No problem to pop up the units

They move correctly with the controller.

 

I use the controller 2 to choose one of this unit using raycast.

 

The problem :

When the unit pop, their physical actor seems to not move with the controller if actor is in static mode (Yes, i know, it's normal because it's static)

But if I made physical actor Dynamic, it seems i can't touch them with raycast  (object type in raycast  is 'both')

 

Have you a solution ?

Philippe

 

 

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Message 2 of 7

Anonymous
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Hi, 

 

Have you tried setting the physics actor type to keyframed? I've had some success with that in the past.

 

You could always set the actors position/rotation to match the unit in the unit's flow as well.

 

If in doubt, just print to screen the actor and unit's position and see if they match. If they do, you'll know the problem is with your raycast.

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Message 3 of 7

PRuveron
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Hi,

I've have also try with keyframe with no success.

 

But your idea of moving actor is a great one.

I think it can work.

 

I'll test 🙂

Thanks,

Philippe

 

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Message 4 of 7

PRuveron
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Well,

We test but it doesn't work.

 

But, I think we haven't test enough with our customer.

I'll retry later but is it only possible with the vive of our customer (We have Oculus without touch 😉  )

 

Philippe

 

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Message 5 of 7

Anonymous
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"But if I made physical actor Dynamic, it seems i can't touch them with raycast  (object type in raycast  is 'both')"

 

What do you mean touch?  You mean your raycast doesn't find them?

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Message 6 of 7

PRuveron
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Yes.

But for instance I can't test anymore. The customer has take back his Vive 😞

Need to buy one I think 😉

Philippe

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Message 7 of 7

PRuveron
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Accepted solution

Well, We just buy our Touch and I convert the customer project to touch to test 🙂

 

Finaly, I found the solution.

=> Actor to keyframe

=> Spawn of the unit Menu => position 0 0 0 / Rotation 0 0 0

=> And the BIG reason is : => Link Node To Tracker => Preserve World Pose : FALSE    (not True)

 

With that, the unit is spawn on 0 0 0 and move to the tracker automaticaly.

No need to move the actor in unit flow.

 

Rq : If you need to unspawn a unit link to tracker, you MUST unlink it Before unspawn it.

 

Philippe

 

link_node.JPG

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