Documentation for Grab Interactable I've been developing an application for the Oculus Quest in Unity. Due to the Quest's limited hardware, I am trying to minimize the processing required in my application. Fr obvious reasons, this makes XRSimpleInteractable very appealing to attach to a collider...
Add XRGrabInteractable (that adds RigidBody) to the GameObject without touching anything else: does nothing (partly expected this to be the case) Add XRGrabInteractable and Box Collider to the GameObject. This sort of works but when I grab and move, say, one edge of that collider, ...
throwing, teleporting, etc…) so thatthey are cross-platform and cross-device. Thanks to it we can just specify for instance that the left hand can grab objects and that a cube in the scene can be grabbed, and this way we
Unity's XR Interaction Toolkit (XRI) includes the input module XRUIInputModule, which is compatible with 3D WebView's CanvasWebViewPrefab and CanvasKeyboard prefabs. For an example of how to use XRI with these prefabs, please see this example project. Here's a summary of what a scene ...
I'm trying to find the easiest wait to do it and a way that I can call the method public IEnumerator NaviScaling() from anywhere. The part in the update : if (DOFControl.hasFinished == true) Is happens once when the game start. ...