It's always the functionally simplest things that end up being the most internally complex
@OneSplitDev Жыл бұрын
So true :D
@zodiepupper2 жыл бұрын
you could probably set an activation collider to detect whether the hand is close enough to the handle and then get the hand's global position, convert that to the handle's local space, then omit the perpendicular axis of the vector, use atan2 to calculate the offset of the hand position relative to the x axis of the handle's origin and use that to rotate the handle. You could do the same for the button. Detect when the hand is close, use the hand position to determine how far the button should be pressed down, then if the button is depressed a certain amount tell it to activate. In an old vr project I was building in Godot I set up tools for buttons and levers that did something very similar to what I described. In Godot, though, you can just make a physics object, constrain it (I also used some extra code to force certain positions to make it less jittery) and then detect whether a certain positional or rotational value is satisfied to activate the object. You can also force the object to not be grabbed anymore if the player hand gets too far away to prevent the player from holding onto the door from multiple rooms away (this will also fix a lot of the jitter issues)
@OneSplitDev2 жыл бұрын
Really good ideas 😀 The "physics" approach is very unpredictable, but much easier to implement. I will come back to this for sure, because I just found another bug. Thanks for tips
@orangehatmusic2252 жыл бұрын
Because math
@OneSplitDev2 жыл бұрын
True 😆
@unknownvr86092 жыл бұрын
Yooo lets go. your so close to 100 subs!
@seannot-telling98062 жыл бұрын
The reason anyone is still here is we fell asleep at the keyboard.
@OneSplitDev2 жыл бұрын
I wouldn't be that surprised 😆 Come on, it's a devlog about doors.
@whatever_mp11 ай бұрын
finally some honest video on the topic.
@unknownvr86092 жыл бұрын
Lets go! Its a good day when you upload!
@OneSplitDev2 жыл бұрын
I'm glad you enjoy my devlogs 😀
@unknownvr86092 жыл бұрын
@@OneSplitDev :)))))
@dabbieblue87302 жыл бұрын
Hey, for the door problem you could limit the axis so maybe when you pull to far, it doesn't break the object
@OneSplitDev2 жыл бұрын
Thanks for the idea. Unfortunately, the limits were part of a problem (the reason why it was so jittery when the hand got too far). Luckily, after switching Blender emptys for Unity emptys, limits worked correctly.
@IDENTICYEA Жыл бұрын
Nice Video man!
@bananastudiotheprogramer2 жыл бұрын
Very relatable
@PunMister Жыл бұрын
Hi! I'm currently also trying to make a door for about two days now until I stumbled upon this video and came across the exact same struggles haha. I'm curious if you've found a better way of implementing the door as you said you've discovered another bug with it? If not I'm probably just going to follow your solution lol. Physics are so damn annoying!
@OneSplitDev Жыл бұрын
So far, this is the best solution I have(bug free). But, if I remember correctly, there are some cool ideas in the comments 😀
@PunMister Жыл бұрын
@@OneSplitDev I ended up installing the UltimateXR framework after scouring the web for hours, which is actually amazing. Ended up getting a working door from there with proper gripping/hand poses and stuff super easily implemented (and no bugs thank god!)
@j.o.t.u.n.n2 жыл бұрын
What funny is I'm building a door too. On a Chrysler 300
@OneSplitDev2 жыл бұрын
Good luck, doors are a nightmare 😆
@crabbite30932 жыл бұрын
What a great chanel I just found xD 1 follow from me 😎
@OneSplitDev2 жыл бұрын
Oh, thank you
@XLERAT2 жыл бұрын
👏 👏 👏 👏👏
@Hamlet26152 жыл бұрын
Why doors is making so are hard?
@OneSplitDev2 жыл бұрын
Not sure what to tell you 🤔
@KozelPraiseGOELRO Жыл бұрын
And that is why I don't Develop VR Games.
@S41L0R2 жыл бұрын
lol maybe you should look into fixing the root causes instead of working around everything
@OneSplitDev2 жыл бұрын
While in prototyping stage it's better to get things done fast. Not every feature will be included in a final product. Spending time on a feature, that might get cancelled later isn't the best use of my time. But I understand how unprofessional it might seem at a first glance. Thank you for pointing that out.
@S41L0R2 жыл бұрын
@@OneSplitDev Alr! Didn't realize these features are placeholder. mb!