Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

Add mesh collider to hands?

JSW97JSW97 Posts: 13
NerveGear
Is there a way to add mesh colliders to the OVRPlayerController hand components? I'd like to have very accurate collision detection for them

Comments

  • MikeFMikeF Posts: 777
    Neo
    Since mesh colliders dont update in respect to the current hand pose this would be very taxing on performance  to create at runtime. What id recomend is iterating through each finger joint after they have been initialized and attaching a capsule collider with appropriate dimensions. This will give you very accurate collision which conforms to any pose with very little overhead. Additionally you can set the colliders as triggers if desired while a mesh collider can only be convex in trigger mode which would negate the accuracy you want
  • BloodyOculusBloodyOculus Posts: 19
    NerveGear
    I'm working on the same thing and i found this online but havent tried it out yet 
    it mentioned the same thing mike said about the capsules
    http://www.rgbschemes.com/blog/oculus-touch-and-finger-stuff-part-2/
  • jpeeziousjpeezious Posts: 4
    NerveGear
    I've been looking into this too. That rbgschemes post above is great. But worth noting it doesn't work with the current unity integration... the principles are probably the same however. I've yet to get it working but will follow up more if I can
  • NAV_CanadaNAV_Canada Posts: 1
    NerveGear
    Did someone found a solution for this? Currently trying to add collisions to hands as well.
  • MikeFMikeF Posts: 777
    Neo
    Yeah a solution was found, read the 2nd post.
  • MikeFMikeF Posts: 777
    Neo
    or you can save 10 dollars and follow my instructions above to have an identical setup
Sign In or Register to comment.