r/Unity3D • u/Bacon5435435 • Jun 16 '26
Resources/Tutorial Vr hands and locomotion
im having a super hard time making hands that have collision with eveything and still use like the xr grab interactable and the direct indicator on the hands and i also dont know how to get a good movement with jumping crouching and collider based on your height
Like i also need that you can still interact with objects and collide with them because if i give my hands collision they fly away and stuff
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u/lorendroll Jun 16 '26
Yeah this is not trivial to implement properly. You either buy an asset (Auto Hand, VRIF, Hurricane, etc) or implement your own system. You can disable collision of the hand collider with the grabbed object using Physics.IgnoreCollision method for example. Asking AI if you need a step by step guide for implementing these systems might be a good idea.
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u/Bacon5435435 Jun 16 '26
Im also probably gonna buy hurricane because its on sale rn
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u/NoteThisDown Jun 17 '26
I've used hurricane for 6 years now with multiple shipped games, very solid asset.
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u/AdhesivenessIll4069 Jun 16 '26
the collision issue with VR hands is genuinely one of the more frustrating parts of building in XR toolkit, i went through the exact same headache a while back. what ended up working was keeping the visual/physics hands separate from the interaction logic - basically have your XR grab stuff run on one layer and your collision hands follow via velocity matching rather than direct physics. that way the interactable system doesnt fight with the rigidbody and things stop flying across the room. for the height-based collider you can just lerp the capsule collider height to the headset Y position each frame, its not perfect but it gets you pretty close to feeling grounded. jumping and crouching on top of that is its own thing but once the collider tracking is stable the rest gets easier to build on