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ForceFeedbackVR

Tests to use Unity physics to interact in VR Based on Oculus SDK (but adaptable to any one)

Principle for a physics/VR object

  1. create a copy of the grabbable object, that is NOT kinematic, and hidden by default
  2. have those 2 versions in separate collision mask layers
  3. without collision, have the the copy follow the original, grabbed, object
  4. on a collision
  • make the grabbed object translucent (ghosty aspect)
  • display the copy
  • add forces to it so that the original grabbed point attracts the same point on the copy
  • add vibrations based on collision hit point distance between the original and the copy

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Test to use Unity physics to interact in VR (see https://www.youtube.com/watch?v=PfATr7v0IbE)

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