I'm trying to add a simple sphere collider at the hand joint : index tip. so i thought this would be easy in the documentation i found the accessor function gethandtransform(), so i grabbed the gameobject of this transform tried to add the sphere collider..... and no luck.
next step i tried to create a game object at the point, set its parent to the gethandtransform, set its position ect ect and still no luck, then i spotted that in the hierarchy that the object right hand is disabled. how can i achieve what i want to do ?
get { return myavatar.GetHandTransform(OvrAvatar.HandType.Right, OvrAvatar.HandJoint.IndexTip); }
}
so this is how i grabbed the index tip bone, then i wanted to add a sphere collider to this gameobject. in the standard unity way addcomponet<> ect ect.
Right, so this was driving my crazy just to add a sphere colliider to a transform, but i found
internal void Initialize(ovrAvatarRenderPart_SkinnedMeshRender skinnedMeshRender, Shader surface, Shader surfaceSelfOccluding, int thirdPersonLayer, int firstPersonLayer, int sortOrder)
so I'm just going to loop through the bones here, create the colliders in the same script, I will post it on here once im finished hopefully that will help other having this issue.
Hi, I've created colliders for my fingertip but it does get detected when passing through a trigger. Am I missing something? I've tested it on colliders that are not on the hand, and it works fine.
My collider is on "hands:b_l_index3" as trigger capsule collider.
Hi, I've created colliders for my fingertip but it does get detected when passing through a trigger. Am I missing something? I've tested it on colliders that are not on the hand, and it works fine.
My collider is on "hands:b_l_index3" as trigger capsule collider.