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Performance when Teleporting falls under 90fps

Hi,

Install Steam VR not available

Downloaded the latest Unity (2017.3), and downloaded the Master NewtonVR that's referenced in the Quickstart.

Creating More than just a "Hold" and "Use" button

Hello!

Physical hand working but can't pick up items

So i added custom hand models and for the physical hand i used a sphere collider, when i hold grip i can push stuff around but i can't grab items

NewtonVR screen tearing/jittery

NewtonVR with SteamVR is causing the screen to jitter, independent of framerate as the stats show the framerate still well above 90fps. Not caused in scenes without NewtonVR.

Non-physical interactions

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.

Custom Hands Interractions

Hey there !

Unable to see controllers in NewtonVR Player

I am unable to see my controllers in NVRPlayer. I am running SteamVR 1.2.1 on Unity 5.6.1.
Any ideas on what's causing it?

Head and hands appear on the floor when playing the example scene

I am using NewtonVR with an Oculus CV1 with the hand controllers. Using just the example scene provided with the Unity package, when I run it the VR displays as if my head is at height 0 and my hands slightly below that. The hands track correctly and can interact with objects but I feel that the NVRPlayer is not being positioned correctly on initialization. If I drag the position of the NVRPlayer up so that the mesh robot representation is hovering and then run it, it appears correctly however that doesn't seem like it should be working like that. What step have I missed or is there something misconfigured?

Customize Hands

Please make a tutorial on how to correctly override hands. It's easy enough to put hand models into the Transform (Game Object) slot, but how does one make custom hands grip, point, open, etc...
It would be great to see a full, comprehensive tutorial on overriding customized hands. Thanks! Great product btw.