-
Notifications
You must be signed in to change notification settings - Fork 78
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Feature Request: Flexible Grab Points #616
Comments
like weapon handling in blade and sorcery, that will be a nice feature |
Please, I need this. |
not sure were you are comin from (engine wise) but even in unity and in its thirdparty toolkits (except autohand) this is not present. Your hand would need to autoadjust its fingers upon grabing the collision shape of the object, it would need to autobend and curl the fingers so that they are were they should be but the current implementation doesnt allow for this and at the same time you need way more complex collision shapes for such a solution to work properly. mux might have something in the future regarding the hands/fingers to curl/bend around surfaces that you grab but that is a big "maybe" |
Hey all, The summary of the feature is this, instead of having to add individual grab points for both left and right hands, a simpler, from the dev perspective, and more immersive way to do this would be to have a scene that marks an object as interactive/interactable and allows the hands/XRToolsFunctionPickup to attach where the hands collide with/touch the object. An example and use case of this would be being able to hold an object and looking at all faces by rotating it by grabbing different areas of the object without needing to individually define those grab points. Let me know what y'all think!
The text was updated successfully, but these errors were encountered: