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thestonefox avatar thestonefox commented on May 22, 2024

Yeah I can see why that is doing that.

The new code checks to see if the object has a joint already on it, then attaches a spring joint instead of a fixed joint.

I'd probably need to check to see if the object is being held already before allowing another controller to grab it. Then the spring (or any other joint wouldn't be added).

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xEvoGx avatar xEvoGx commented on May 22, 2024

This may or not be related, but I loathe to overwhelm you with posted Issues haha...

...but the physics begins to falter and fail when you try to push a held object into another rigid body (say the table the objects were sitting on). I understand Unity physics can be janky, but perhaps there should be a dampening and/or limiter fail safe of sorts that auto-disconnects the held object from the controller after X, and harmlessly drops to the floor rather than furiously fight to maintain it's position in the hand.

(If this should be it's own issue we can separate it out)

Thanks Stonefox! (Theston?)

-Steven

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thestonefox avatar thestonefox commented on May 22, 2024

I think that is to do with the Unity physics solver. A higher number helps it work out better collision resolution.

However, it may be a nice idea as you suggested to just break the grip if it goes crazy.

You see the same crazy collision resolution issues in things like job simulator and the lab.

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xEvoGx avatar xEvoGx commented on May 22, 2024

Exactly and yea I know it's an all-purpose issue with engine physics, which is why I'm amazed that more implementations don't simply mitigate it by relaxing the pull of the body to the hand, or altogether disconnect it.

If an end-user fails to understand that a mug does not naturally pass through walls, the floor or you monitor and it falls out of their hand, that's on them methinks!

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thestonefox avatar thestonefox commented on May 22, 2024

I think it's a fair trade off to say if you're trying to do something stupid with physics then just drop the object.

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xEvoGx avatar xEvoGx commented on May 22, 2024

Exactly!

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thestonefox avatar thestonefox commented on May 22, 2024

I think this can be solved by just adding a break force to the joint created on the controller.

If an object starts going crazy in the physics its because a large force is being applied and the physics engine doesn't know what to do.

So a force on the joint will cause a natural break.

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thestonefox avatar thestonefox commented on May 22, 2024

Magic trick effect removed.

No more magic allowed in VR.

Fixed with commit f8e1dac

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xEvoGx avatar xEvoGx commented on May 22, 2024

Wonderful I try it out asap!

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