Dynamicly fit colliders to avatars humanoid armature.
2024-04-16.19-25-16.mp4
- VRChat Sdk - Worlds 3.5.2+
- Unity 2022.3.6f1+
Dynamicly fit colliders to avatars humanoid armature.
License: MIT License
Dynamicly fit colliders to avatars humanoid armature.
If AvatarArmatureColliders collide with VRCObjectSync pickup objects, ownership does not transfer to the player who has that AvatarArmatureColliders.
It is natural because AvatarArmatureColliders do not have VRCObjectSync and AllowCollisionOwnershipTransfer.
So collision with pickups whose owner is other player sometimes causes strange or unstable behavior.
This is a very wanted asset! I put it in my world YUTOROOM (bathroom + chill world) and it provides an immersive shower experience!(?)
And I want to collide some pickups by this system but colliding with fingers is not comfortable for grabbable pickups so I want to set layers for specific (finger) bones.
The "Collider size tweaks" category might be suitable for bone categorizing.
CollisionOwnershipTransfer does not seem to be working.
Since OnCollisionEnter is triggered by RigidBody, CollisionOwnershipTransfer should be placed aside RigidBody (need to fix prefab).
The bones is avatar dependent so sometimes the colliders have very different shape from the corresponding mesh.
Especially the head bone and the spine bone is often differs.
So I want to provide the players runtime collider radius customize UI, that can edit the head_radius and SpineFactor etc.
But head_radius etc. is private and there is no appropriate API that can _CalibrateToAvatar()
.
I want to do as below.
avatarArmatureColliderSystem.head_radius = headScale * initial_head_radius;
avatarArmatureColliderSystem.CalibrateToAvatar();
In some situations, it is needed to disable finger and hand colliders temporary in runtime when grabbing pickups because these colliders are collides with rest position of pickup objects.
And I want to disable only the left hand colliders when I pick up with my left hand.
So I tryed to implement SetLeftFingerColliderState()
but there is _fingerColliderEnable
.
Changing it to _leftFingerColliderEnable
is breaking-change so I think that implementation policy is not obvious and opened this issue.
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