No more grabbing through objects. Making an object freely grabbable is as easy as adding a single script!
Auto Hand uses a Rigidbody hand controller that automatically configures to the collider’s shape when grabbing. Works well with all primitive colliders and convex mesh colliders! Includes pose drivers and grab points for complex shapes and grabs.
Auto Hand includes a physics-based VR controller/interaction system. VR physics controller includes effects such as weight, collision, distribute forces between multiple grab sources, and breaking events. High-quality throwing and catching. Physics-based gadgets, levers, doors, and buttons examples.
Actively being updated with new features! Will connect to any VR controller/input framework with ease! Unity 2020 XR, Unity Legacy XR, SteamVR, and Oculus Integration example packages! Designed for trigger/button grabbing and releasing Can be applied to any rigged hand model with any number of fingers Connect to any controller with only three function calls! Extremely low performance impact!
Features:
Hand Pose Solver
Static Pose Driver
Grab Point Driver
Place Point Driver
Finger IK
Connects to Any Rigged Hand Model With Any Number of Fingers
What is the behaviour when touch a static object like walls or trees without press grab? Its react and adapt to the surface too without create a joint?
Also when hit a static object with some grabbed item, like sword, the hand stop moving or the wrist will adapt to the collision till the sword can pass through?
It depends a bit on the physics materials being used. In the demo, if you press your controller through a static collider, the hand generally slides along the surface of the object as if you were wiping it down. There are no joints or poses or anything involved in statics, it’s all just physics interacting.
Holding objects will act similarly depending on their physics material and shape, if you stab a sword into the wall it will balance against the point of contact until there is enough force to push the hand to its ideal position.
Version 1.3 released today including bug fixes, general improvements, and quality increases. New grab point and place point driver for super easy setup of forced placing and grabbing of objects in predetermined ways.
Auto Hand Asset is currently being included in the end of September Reboot Sale on the Unity Asset Store. Check it out before the end of the month for a great deal!
We have purchased your Auto Hand - VR Physics Interaction asset for Unity and are experiencing an issue with the Auto Hands seemingly losing tracking and returning to the default position and rotation (0,0,0). This only Occurs on builds (Oculus Quest 2).
In the editor an error occurs in the log every so often, sometimes 3 to 4 times in a row. This error however does not seem to affect anything in the game. This error is shown in the attached image. I’m thinking that this error might also be the cause of the Auto Hands losing tracking on a build.
We have not yet found any solution or even cause of these errors.
Any insight you can give to solving these errors would be greatly appreciated.