[quote=“CokeKuma, post:4096, topic:68709”]
hi. .
I want to make a more advanced version of the vr physics body.
The current plug-in supports body physics and gravity, but I would like to add a hand here.
For example, I want to make physics climb possible with just my hands, but I have difficulty developing it.
There is a video that shows the ideal result I think. Can I get some advice?Physic Movement | VR Game Development | Into the Darkness | Unreal Engine 4 - YouTube
In tests those guys were hiding invisible colliding bodies that are constrained to the controllers, then offsetting the pawn based on how far away the body is from its target location on collision, that is probably the easiest method to conceptualize how to go about doing it, then you can move to more stable iterations.
Its not a difficult concept to achieve if you think about it. Can do it with locking on to surfaces and reading positional differences as well (their hands lock on to the top of the surface when starting to climb, then they read the positional difference in that video and offset the player, the arms are not physics driven), or running fully simulated arms and reading wrist to controller differences, or for that matter, from held objects being stuck on things and reading where the hand is and where it should be.
If you really wanted to get involved you could also make the player based on an actually simulating body that is forced upright and use constraints from the hands to move it around directly when against objects, somewhat like lone echo.
Also the plugin doesn’t support “physics body / gravity”, its a character controller, all interactions are faked. Its not actually simulating on the physics scene, just being moved around in it as a kinematic actor.