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August 8, 2022 07:49
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basic overview of a vr climbing mechanic
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public Transform climbingAnchor; | |
public float climbRadius = 0.1f; | |
private ConfigurableJoint Joint; | |
void OnGrab () | |
{ | |
if (ClimbGrab) | |
{ | |
// Player is now attached to climbable object | |
} | |
} | |
void OnRelease () | |
{ | |
if (Joint != null) | |
{ | |
Destroy(Joint); | |
} | |
} | |
public bool ClimbGrab () | |
{ | |
// I use a singleton map to check all the different climbing colliders in the scene | |
// and see where the closest point to grab is. | |
// Easiest implementation is to find the collider of the object at your hand and get Collider.ClosestPoint(hand.position); | |
var closestPoint = ClimbPoint.Closest(climbingAnchor.position, climbRadius); | |
if (closestPoint != null) | |
{ | |
// create and intialize a configurable joint at the closest point | |
Joint = gameObject.AddComponent<ConfigurableJoint>(); | |
Joint.xMotion = Joint.yMotion = Joint.zMotion = ConfigurableJointMotion.Locked; | |
Joint.angularXMotion = Joint.angularYMotion = Joint.angularZMotion = ConfigurableJointMotion.Locked; | |
Joint.anchor = transform.InverseTransformPoint(climbingAnchor.position); | |
Joint.autoConfigureConnectedAnchor = false; | |
//retrieving the collider of the closest object | |
var hit = closestPoint.col; | |
// if possible, connect our joint to the object, so that as the object moves, so do we. | |
// otherwise, just attach to the air. | |
if (hit.attachedRigidbody) | |
{ | |
Joint.connectedBody = hit.attachedRigidbody; | |
Joint.connectedAnchor = hit.attachedRigidbody.transform.InverseTransformPoint(climbingAnchor.position); | |
} | |
else | |
{ | |
Joint.connectedAnchor = climbingAnchor.position; | |
} | |
return true; | |
} | |
return false; | |
} |
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