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Rigidbody tracking grab mechanic has positional and rotational lag #1970

thestonefox opened this Issue Apr 2, 2019 · 2 comments


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thestonefox commented Apr 2, 2019


  • Source of VRTK: Github
  • Version of VRTK: V4 beta
  • Version of the Unity software: 2018.3.11f1
  • Hardware used: Oculus Rift
  • SDK used: Unity.XR

The Rigidbody object follow has a lot of lag when following the position and rotation of the controller.

Even though the code is the same logic as in V3, something is missing causing the issue below.

Expected Behaviour (as seen in v3 Track Object)


Unexpected Behaviour (as seen in v4 rigidbody tracking)


@thestonefox thestonefox added the bug label Apr 2, 2019

@thestonefox thestonefox added this to Ready in VRTK Apr 2, 2019


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thestonefox commented Apr 2, 2019

The issue is by default Unity limits a rigidbody angular velocity to 7mps

This is not fast enough for dealing with controller rotations.

Unity offer a way of increasing the maxAngularVelocity of a rigidbody but not via the inspector (because that would make sense) instead it has to be applied via code:

.maxAngularVelocity = float.MaxValue;

is what is required to be added (somewhere) to fix this.


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thestonefox commented Apr 5, 2019

Will be fixed with #1976

VRTK automation moved this from Ready to Done Apr 9, 2019

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