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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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Non-physical interactions

Posted by Carl 5 months ago

Hello! I just started using NewtonVR for a project, and it has solved many issues we had - however, the interaction system seems to assume that all interactables have a rigidbody, which is a bit inflexible if you want to be able to create buttons or switches which don't rely on physics. I tried solving this by adding a trigger collider volume and detecting when the hand object enters and exits it, but unfortunately, trigger colliders apparently count towards the grabbable volume of a NVRInteractableItem (which is its parent), and i have not found any way of setting a layer mask for the grabbing. Am i missing something here? Also, the radius of the grabbing is a bit low (and is not clearly configurable), which makes it hard to pick up small items.

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