Using XR Interaction Toolkit with PolySpatial seems not so smooth. In addition to some raycast problems I mentioned here, I also experience that the grab interactable is not working smoothly.
When moving an object, it first doesn’t want to move, and once it starts moving it is often but not always restricted to one axis. Really different from the drag script that follows with the polyspatial samples.
Can someone confirm/inform on the status of XRI with PolySpatial? I have asked a couple of times whether this is supported or not, but haven’t really found any answers, apart from the XRi Debug sample scene…
Sorry for the delayed response on some of your other questions and topics.
We’re working on adding some more flushed out examples of XRI in the package samples, I’d also encourage you to check out the setup for the unbounded sample scene in the template.
I noticed the mesh issue you described in the other thread in a sample I’m working on as well and am trying to track it down.
It’s not raycast related, the XRI implementation for PolySpatial positions the Interactor based on the Spatial Tap interaction position and input device rotation.
I think something is happening with the world mesh (potentially related to convex collision shapes) that captures the input and blocks it from ever finding the Interactable.
We currently support XRI with PolySpatial by leveraging the TouchSpaceInteractor which uses the Spatial Tap Gesture. At this time we don’t support XRI using ARKit hands.
Personally I’ve been able to get simple grab and manipulation working with both hands using XRI see: this video at 43 seconds.
Please file bugs as that helps us track things and make sure the right team members from XRI are also tracking the work.
I saw the object manipulation with both hands working, but what I wonder is if the two hands manipulation can work on the same 3D model, with the XRI component adding the XR General Transformer and the Selection Mode: Multiple. It is a simple feature that I don’t see implemented anywhere until now.
At the same time, it seems that the rotations isn’t working in the template as well, the objects are just following hand position and rotating on their own due to collisions etc.
I think I found a workaround for the interaction problem when also using a spatial mesh with colliders in the scene.
I put the spatial mesh on another physics interaction layer (as well as my game content). That solved my problem were I couldn’t click on XRI button any more.
PS Game is out now: AR Helicopters
Next version will come with spatial mesh collisions.