12-22-2016 12:33 PM
06-12-2017 08:20 PM
06-27-2017 09:34 PM
07-11-2017 10:36 PM
pjenness said:
mfmf said:
It's jittery because you're updating the object's position at a different frame rate than that of the HMD or of the hand. With that exact approach, it's going to be jittery.
There are many other approaches. Parenting is a simple one. If you need solid physics, you can separate the visual mesh and rigid body, and parent the visual mesh while updating the rigid body at a lower frame rate.
I managed to have the best of both worlds with a bit of a hack:
https://forums.oculus.com/community/discussion/comment/478680/#Comment_478680
The visual renderers become parented so looks smooth, and the collision objects remain outside, and use rigidbody movement to do correct collision detection.
So far has been working well.
-P
I tried this solution and I'm still experiencing jitter. I pause in unity and the colliders are unparented while everything else is parented under a grabber object. What could be the problem?
Edit: I just saw that the grabber is still using a rigidbody to move around, so attaching the object to it will still look jittery. Attaching the objects to the hands instead did the trick. Whoops!
However, the physics don't work very well now.
04-18-2019 04:39 PM