# Combining IK and Physics for VR

I’m developing a VR game in Unity and have set up my player with a rig, using two bone IK for each arm. I’ve placed colliders on the right hand and want the hand to move towards the VR controller’s position using physics.

However, I don’t want to just attach a Rigidbody and collider to the target and move the target because the collider on the target won’t be as accurate as the one on the hand.

I have never worked with VR but I think I know what you can do:

1. We can achieve this by adding a force to the right hand
first get the position of the VR right hand, lets call it `vrRightPos` (again ive never worked with VR so idk how you would do this)
2. Now get the position of the characters right hand, lets call it `rightHandPos`
3. Now calculate the direction of force by:
``````Vector3 direction = (vrRightPos - rightHandPos).normalized;
``````
Normalize for this use case is optional, but I like to use it.
4. now simply add an empty object, add an `RigidBody`, add character joint so it pivots around shoulder joint, change position of right hand to that empty object using IK and
5. Now add an force to this empty object:
`emptyObj.rb.AddForce(direction * force);` note, force is a public variable you need to set

This should work, you can also try increasing the magnitude of force with distance, that would make it smoother