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physical controller position

Hi
I'm using vive and I used NVR player in my unity. I realize when the game runs, there are LeftHand[physical] and RightHand[Physical] created under NVRplayer. They are only active when hold button is pressed.

NewtonVR in a moving vehicle

Dear NewtonVR,

Head jerkiness in vr?

I'm working on a horror game for the vive and for some reason when I look around the game lags and jerks around.I have a gtx 1060 and I know its the game because it doesn't happen to the Blue guide lines, just the game. Any suggestions?

Model Override for hands confusion

so firstly there is no documentation for this feature nor is the code commented to explain it,
but basically I have the left hand override set to an open left hand with a trigger collider attached, and for the physical I have closed fist version of the left hand, however it doubles up on models rendering both the hand and the fist, and on the right hand both the physical hand and the normal hand are rendering on top of each other?

How can I resolve this button glitch?

Hi dear support! Thanks a lot for your NVR product!

Please can you provide some documentation about the various interactible item types?

I'm finding it less-than-obvious how to make use of the button, switch, lever, rotators etc. Can you provide some documentation that explains how to set up an object to work with these scripts, or what the hookups are for? Copying what's in the demo scene isn't enough when I want to apply the script to different game objects (ie my own switches) At the moment the only thing I can reliably make work is the button. The switch, lever, and rotator are things of mystery that have some very unexpected interactions compared to how easy the demo scene makes it look. Thanks :-)

Object Interaction Questions.

Either
I want to pass which hand is currently interacting with an object to a script on the object.
my method of choice.
Or
I want to enable a script on the picked up object.
and disable the script upon dropping the object.

3D text as child of controller unreadable when using Automatically Set Controller Transparency

I have added a 3D text object to the Vive controllers to be able to tell them apart in VR (just an R for the right controller and an L for the left controller). But when I tick Automatically Set Controller Transparency to true the text becomes a semi-transparent white plane. The 3D text gameobject is a child of the controller, not of the Model.

Unclear how to use Hinge objects in the new version

I was using an older version of the NewtonVR library that included a NVRInteractableRotator script which was attached to the Door object for rotating it about a hinge.

Toggle Grab

Am I missing something? I want to grab an object then not have to constantly hold grab while I carry it. Like grabbing a gun, or sword or hammer. I would think the user would get very tired holding the buttons constantly.I also want to squeeze again to drop...