fix: restore rigidbody configs when throwable is detached from controller#72
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m0o0scar wants to merge 3 commits intoValveSoftware:masterfrom
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fix: restore rigidbody configs when throwable is detached from controller#72m0o0scar wants to merge 3 commits intoValveSoftware:masterfrom m0o0scar:master
m0o0scar wants to merge 3 commits intoValveSoftware:masterfrom
m0o0scar:master
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1. save Rigidbody configs when attach object to controller; 2. restore Rigidbody configs when detach object from controller.
1. added a throwable capsule with useGravity=false 2. added a throwable cylinder with isKinematic=true
keithbradner
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Jun 21, 2018
Changes for v1.3b06: * Added some flower and planting stuff for the tutorial * Updating knuckles actions and binding jsons * Added code solution for blending skeleton animations to mechanim, no example yet though * Updated some helper components to utilize Unity Events properly * Updated skeleton hierarchy Changes for v1.3b05: * Added a knuckles binding for the Grab mode * Fixed some bugs around skeleton updates and GC alloc * Fixed a pretty significant perf hit * Added a blending option to skeletons * Added some ui to try out skeleton options * Added a target for the throwing examples * Updated longbow to only fire arrows with the pinch action * Updated other interactable examples * Added some helper methods to hand around showing / hiding controller or the whole hand. * Fixed some of the throwing examples Changes for v1.3b04: * Added some more extensive velocity and angular velocity estimation based on positions and rotations per frame. Normalizing for time between frames. * Cleaned out and updated the actions + bindings for knuckles/wands/touch. * Fixed a bug with newly created actions not having a set type * Updated extra scenes to use the new input system Changes for v1.3b03: * Fixed some warnings for unity 2017 / 2018. * Fixed some editor UI issues for 2018 * Fixed issues with Unity 2017+ not wanting to open scenes from a script reloaded callback Changes for v1.3b02: * Added DefaultInputAction attribute to automatically assign actions during action generation. * Updated default CameraRig prefab to use the new input system and components Changes for v1.3b01: * Integrated SteamVR Input System. https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680 * [InteractionSystem] Added basic examples of the Skeletal API * [InteractionSystem] Integrated SteamVR Input System. Actions and Action Sets instead of buttons. * [InteractionSystem] Added Velocity style object interaction * [InteractionSystem] Fixed some issues from github. Took some pull requests. #79 #73 #72 #71 #67 #64 #84 #78
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Thanks for the PR. I fixed this in a recent version. |
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What's the problem?
Currently, when a
Throwableis detached from controller, theisKinematicon theRigidbodyof theThrowableis always set to false. This works for most cases but if theThrowableis useGravity=false or isKinematic=true before being picked up by the controller. These configs will lost after detach.How this pull request fix it?
Throwable's useGravity and isKinematic configs to attachedObject when being picked up;Throwableis detached from controller.You got test cases for this?
I added two gameobjects in the InteractionSystem's demo scene: a capsule with useGravity=false and a cylinder with isKinematic=true. After picking them up and releasing them, the capsule should keep free floating in 0 gravity while the cylinder should remain fixed in space.