NewtonVR

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NewtonVR allows players to pick up, drop, throw, and use held objects. Items don't pass through other items (rigidbodies), or the environment (non-rigidbodies). Rather, held items interact with other rigidbodies naturally - taking mass into account. We include a simple collision sound framework. And it works with both Oculus and SteamVR cleanly, with more to come.

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Lag on attached object when moving controller fast

Posted by Joost Bosschert 5 months ago

Hi, I thought I had asked this question already, but can't find it in the list.

I am using NewtonVR in a tennis simulation for a University study. The racket is the attached object and the right controller is the hand holding it. When I move the controller fast I notice the racket follows slightly behind, these is a lag in the response. When I stop moving the racket catches up.

I tried changing the velocity history steps to 0 or 100. I tried setting the debug sleep per frame to 0 and 100. I tried disabling Auto Set Fixed Delta Time. But none of it has any effect.

I found this thread on the Unity forum: https://forum.unity3d.com/threads/low-latency-follow-attach-to-none-rigid-body.400477/
It suggests to set 'it' to isKinematic. I assume they mean the Rigidbody of the attached object. But if I leave the NRVInteractable option Disable Kinematic On Attach active isKinematic is automatically set back to false at attach. If I set Disable Kinematic On Attach to false, the racket does not attach to the controller at all (I'm using attaching by script).

Can someone please advice me how to solve this? The University is now pushing me to go back to the standard Unity physics with all it's problems with interaction setting, collision detection mechanisms, etc. I really don't want to go there, but if NewtonVR is no fast enough I have no other choice unfortunately.

Thanks!

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