Comments (8)
The only thing i've found to work is running the code below from a high level script. It runs anytime a controller is enabled (so anytime grip is pressed without grabbing something, and at start). If anybody has a better solution let me know! This is definitely overkill.
public void HideControllerModels() { foreach (Transform t in GetComponentsInChildren<Transform>()) { if(t.name == "Model" && t.GetComponentInChildren<MeshRenderer>(true)!= null) { t.GetComponentInChildren<MeshRenderer>(true).enabled = false; } } }
from newtonvr.
This is the one feature from my own controller code that I think NewtonVR lacks. For my own stuff, I have custom hand models which react to input.
If you click the grip button and you're not colliding with a grabbable object, it triggers a quick grip/release animation.
If you pick something up, it hides the hand so you just see what you are grabbing.
When you drop the object, it shows the hand again, and triggers a release animation to show that you dropped it.
Is there anyway to do this with Netwon? I'm not quite sure.
from newtonvr.
Newton does have the ability to hide all controller models when you grab something, that is a nice and simple checkbox on NVRPlayer. As for making your models animate with button presses, i have implemented that too, but that is very custom and doesn't seem necessary for this plugin.
from newtonvr.
Ah very cool, I'll dig into it (didn't see any documentation about it).
from newtonvr.
BTW as for animation stuff--I was thinking of a more generalized event system where you could wire up methods/delegates to each hand controller that fire off on input (button presses, touch pad, etc.) So you could use it for anything, not just animation.
from newtonvr.
Oh and yes, I have this same bug too.
from newtonvr.
Should be fixed in (98858b2)
, did that squash the problem?
from newtonvr.
Looks like it's fixed, closing
from newtonvr.
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from newtonvr.