Hi all,We've setup some custom hands for our game, I've got the grabbing
via Flex working not a problem.The issue we're having is with the Thumb
& Point layers overriding, the animations are also overriding the other
fingers/thumb which kills the gra...
I've just played the new Oculus Touch Demo available for Touch users, is
it possible to get the source code for this?I think it would be a great
help to developers, myself included to see how you've achieved some of
the functionality.Is punching obje...
Hi everyone,I've removed my previous post and will write it again.So
I've been looking through the OVRTouch stuff and I believe to make
objects that can't be moved/held when grabbed, I have to use
HandPose.Does anyone know where the documentation is ...
Hi everyone,Within the Grabbable.cs in Unity's inspector you have the
option to add a Hand Pose to your collider areas, am I right in thinking
this is used for switching to hands that 'fit' holding that object?If
so, how do you go about setting this ...
Hey everyone,I've updated our Oculus SDK to the latest version and I'm
getting lots of
anyone help me out here? Running Unity 5.4.1f1
Hi everyone,Coming back to this I'm still not able to setup 'Hand Poses'
that snap to a specific area of the object to fit like a glove.Here's a
video I did quickly:https://youtu.be/T_bw0ai_il8You can see unticking
'Allow offhand grab' on the Lava Bo...
Thanks to everyone who tried to help me with this.What I've actually
gone ahead and done is created a 'Sprint Joint' between the Hand and the
Objects in Question.When the Objects are not being grabbed (Draws for
example) they're set as Kinematic so t...