VR Expansion Plugin

Hey Mord,

Had a few questions I wanted to knock out all at once, hope you don’t mind giving me a brief point in the right direction for each. Would be much appreciated. If you don’t have the time to answer all , no worries at all.

  1. How should I tap into the signature so that my VR character knows when your internal code calls a drop due to the break distance between an object and hand being reached? Right now, when that drop is called it leaves my character in a loop of dropping everything else I try to pick up from then on, because it seems to think (due to my own code I’m sure) that we’re still holding something. Having a rough time fixing .

  2. I saw in another post you said you wouldn’t recommend the VRSlider for a bolt on a gun, although that is mentioned in the tooltip for it. What would you suggest for a bolt setup? One I’m planning involves rotation and movement on two different axes (sort of like a bolt action sniper rifle). Any way you go about that sort of thing? I currently can’t download your example project due to bandwidth limitations.

  3. am I correct in thinking your setup with the grip sockets is such that my character hand animations, if set up naturally, will fit to what I’m holding simply because of the nature of your plugin’s handling of snapping objects to the center of what assumably is a proper VR hand setup? E.g old school FPS animation would fit if I’ve put the VRgrip sockets appropriately in the mesh?
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  4. finally, what would you suggest for limiting an object to being just dragged along the ground, not picked up. Using a plane constraint did not work, just glitched out heavily. Does your plugin have an in house solution for getting an object to behave like it’s heavy and only be dragged?

Thanks so much for all you do