{"action":"created","issue":{"url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/49","repository_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit","labels_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/49/labels{/name}","comments_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/49/comments","events_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/49/events","html_url":"https://github.com/thestonefox/SteamVR_Unity_Toolkit/issues/49","id":154555997,"number":49,"title":"Scene 021 - Door Doesn't Behave as Expected","user":{"login":"xEvoGx","id":11222937,"avatar_url":"https://avatars.githubusercontent.com/u/11222937?v=3","gravatar_id":"","url":"https://api.github.com/users/xEvoGx","html_url":"https://github.com/xEvoGx","followers_url":"https://api.github.com/users/xEvoGx/followers","following_url":"https://api.github.com/users/xEvoGx/following{/other_user}","gists_url":"https://api.github.com/users/xEvoGx/gists{/gist_id}","starred_url":"https://api.github.com/users/xEvoGx/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/xEvoGx/subscriptions","organizations_url":"https://api.github.com/users/xEvoGx/orgs","repos_url":"https://api.github.com/users/xEvoGx/repos","events_url":"https://api.github.com/users/xEvoGx/events{/privacy}","received_events_url":"https://api.github.com/users/xEvoGx/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/labels/bug","name":"bug","color":"ee0701"}],"state":"closed","locked":false,"assignee":null,"milestone":null,"comments":14,"created_at":"2016-05-12T18:57:15Z","updated_at":"2016-05-13T13:33:59Z","closed_at":"2016-05-13T09:00:45Z","body":"**021_Controller_GrabbingObjectsWithJoints**\r\n\r\nIt appears (to me at least on my end) that the door's physics response to being grabbed and opened/closed is _multiplied_ the further you move the controller from the initial grab point. The small container though (with the marbles) behaves as expected. \r\n\r\nFantastic job btw, bravo! :+1: \r\n\r\nCheers\r\n \r\n-Steven"},"comment":{"url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/comments/219043981","html_url":"https://github.com/thestonefox/SteamVR_Unity_Toolkit/issues/49#issuecomment-219043981","issue_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/49","id":219043981,"user":{"login":"thestonefox","id":1029673,"avatar_url":"https://avatars.githubusercontent.com/u/1029673?v=3","gravatar_id":"","url":"https://api.github.com/users/thestonefox","html_url":"https://github.com/thestonefox","followers_url":"https://api.github.com/users/thestonefox/followers","following_url":"https://api.github.com/users/thestonefox/following{/other_user}","gists_url":"https://api.github.com/users/thestonefox/gists{/gist_id}","starred_url":"https://api.github.com/users/thestonefox/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/thestonefox/subscriptions","organizations_url":"https://api.github.com/users/thestonefox/orgs","repos_url":"https://api.github.com/users/thestonefox/repos","events_url":"https://api.github.com/users/thestonefox/events{/privacy}","received_events_url":"https://api.github.com/users/thestonefox/received_events","type":"User","site_admin":false},"created_at":"2016-05-13T13:33:59Z","updated_at":"2016-05-13T13:33:59Z","body":"The difference with Amnesia is you're controlling one rigidbody with another.\r\n\r\nThe problem here is using a joint from an object (that isn't a rigidbody [but thats not the main problem]) to connect to another object that has a joint.\r\n\r\nI fully expect the lab isn't using a joint on the controller object to attach to the slingshot or lamp.\r\n\r\nThe lamp and slingshot have joints that move them but the object you interact with just tracks the movement of the controller it isn't attached implicitly to the controller.\r\n\r\nIt's exactly how NewtonVR do it and it works really well for this scenario.\r\n\r\nMy thoughts on it are, this example scene showing how to do it with \"grabbable\" objects is probably as good as I can get it (because grabbing an object is best done with joints imho)...unless there is a Unity guru out there that can replace the Spring Joint with an awesome Configurable Joint!\r\n\r\nBut my plan to move forward isn't to try and implement 1:1 control on fixed objects by using the grab mechanic, it's to do it via a different way using the \"Use\" mechanic then use controller tracking like NewtonVR.\r\n\r\nGrabbing is when you want to hold something in your hand and carry it around and it tracks your hand perfectly, which is what happens now, if you pick a cube up, no matter how much you swing your controller, it's perfectly mapped to it.\r\n\r\nNewtonVR and the Lab both show that if you swing your controller crazily then the item always plays catchup (in the lab grabbed items track so I bet they do it in 2 different ways too).\r\n\r\nI don't think there is a one solution fits all here, so next is to do an example of showing how objects with joints can be manipulated using the \"Using\" part of the interactable object.\r\n\r\nI'll model a lamp, a door and that sort of stuff to show it working.\r\n\r\nLamp will just be a bunch of character joints I'm guessing :)\r\n\r\nI'll create a new issue to track the progress, because I think this issue is in regards to using the grab mechanic."}}