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VR Immersive Hands v2.3
VR Immersive Hands v2.3
  • VR Immersive Hands
  • Overview
    • Tutorials
    • Changelog
    • Open Cases
    • Compatibility
    • Legal
  • Features
    • Animated Hands and Controllers (HAC)
      • HAC Components
      • HACs
    • Hint
      • Hand and Controller Hint
      • World Hint
    • Grab System
      • Core Component
        • Grab Point Constructor
        • Grab Action
      • Placeable Component
      • Placeable Base Component
      • Respawn Component
      • Physics Sound Component
    • Other Features
      • VR Pawn
      • Control Rig
      • VR Console
      • Interaction Component
      • Auto Scroll
  • Guides
    • Migrating
      • If You Only Want HAC (Optional)
      • How to Use Your Own Pawn (Optional)
    • Adding a New Hand
    • Adding a New Controller
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On this page
  • Overview
  • Settings
  • Functions
  • Set Setting, Set Physics and External Block
  • Force Release
  • Event Dispatchers
  • Core Dispatchers
  • Grab Action

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  1. Features
  2. Grab System

Core Component

PreviousGrab SystemNextGrab Point Constructor

Last updated 4 years ago

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Overview

This component contains all the logic for a grabbable object. This has to be added to every actor in order to use Grab System. All other component are optional.

Settings

Settings

Description

Mesh Comp Tag

REQUIRED – Add a tag to the Mesh Component you want and copy it here

Grab Priority

Actor level priority

Can Interact

‘true’ if actor can be picked up, ‘false’ otherwise

Simulate Physics

‘true’ if actor should simulate physics, ‘false’ otherwise

Allow Hand Swap

‘true’ if actor should be allowed to swap hands, ‘false’ otherwise

Travel Time

The time it takes the actor to lerp to the hand

Supress Warnings

‘true’ if actor should not send warnings or errors to output log,

‘false’ if otherwise

Grab Points

Custom Grab Path

‘true’ if actor should follow custom path on grab, ‘false’ otherwise. OnCustomTravelForGrab can be used to start custom travel. Complete Travel has to be called after travel is finished.

This component alone isn't enough to grab an actor in game. A Grab Point Constructor has to be added to be able to grab an actor.

Functions

Set Setting, Set Physics and External Block

Use these to change Core's settings on runtime. These should be triggered from the grabbed actor.

Force Release

Use this if you want to force the hand to release an actor. This should be triggered from the grabbed actor.

Event Dispatchers

Core Dispatchers

Basic dispatchers to keep updated.

Grab Action

Grab Action dispatchers.

Grab Point Constructor
Grab Action
Grab Points