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Comments (11)

thestonefox avatar thestonefox commented on May 11, 2024 2

May have a go at implementing this soon

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thestonefox avatar thestonefox commented on May 11, 2024

Nice idea, may have to make a separate grab script to implement this.

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gregdowning avatar gregdowning commented on May 11, 2024

I would like to do this too. I saw that google daydream presented it in a feature they are calling "stretch to scale."

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gregdowning avatar gregdowning commented on May 11, 2024

Great!

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rob100 avatar rob100 commented on May 11, 2024

Even the grabbing of an object with two controllers would be great. This could be very useful to simulate a heavy object for that it is required to use both hands to grab it.

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MrJimbones avatar MrJimbones commented on May 11, 2024

I would like to second @rob100 's idea on this one. Chainsaws baby! ;D

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baemoth avatar baemoth commented on May 11, 2024

Focal point on the asset store does this, maybe have a look at how they implemented it? It also has a locomotion type kind of like poolnationVR in which you click and move sliding a bit in the world.
Link: https://www.assetstore.unity3d.com/en/#!/content/59625

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thestonefox avatar thestonefox commented on May 11, 2024

@baemoth good link, has some good references in

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stitchlips avatar stitchlips commented on May 11, 2024

I would love to see this. I have tried the focal point script and it works, kind of. It seems really touchy and only focuses on one game object. Would be a great feature!

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felix330 avatar felix330 commented on May 11, 2024

I'd also love to see the ability to grab an object with both hands. Scaling aside, it should be possible to implement this for joint-based grabbing just to have things like rotation using 2 hands. (like when grabbing a wheel etc)

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thestonefox avatar thestonefox commented on May 11, 2024

This will be linked to #225as a new "second controller grab action" will be added to an interactable object, determining what happens when a second attempts to grab an already grabbed object

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