Steam VR Template

The first two are just “AttachTo” using “Keep World Position”, like I said before I have an overlap collision only sphere on my controller and when I press the trigger I attach the object to the controller if it is overlapping. For specific grips I have a component that designates grip points, if the grip location is overlapping the grip point then when it attaches to the controller it uses the grip orientation and position instead.

Anything with collision attached to the controllers will have their angular and linear velocity states change when the controller moves, you can just set to simulating on release.

Clipping is harder, the current physics handle is NOT up to snuff as the translation from the current position to the target position is way too slow, I started modifying it in a new class but so far haven’t found a good way to get the non colliding state of it to track fast enough yet, I may end up cheating it instead.

The physics handle just uses a physics constraint btw.