To add layers to unity go through edit project settings tags and layers the tabs on the top left and add some layer names e g.
Unity hang object on wall interaction.
Wall chest player enemy.
Next find the triggers and preferrably the parents of the triggers and label the object as a part of that layer in the inspector by switching from the default layer to the desired label e g.
Enable wall jumps if jumping off the wall is allowed.
In unity the best force to use to stop an object from rolling forever is angular drag.
Creating an empty game object.
The mousepointer powers a screen to world raycast for far interactions but for mouse instead of touch.
The touchpointer is responsible for working with unity touch input i e.
Common interactions include pushing buttons pulling levers carrying objects firing weapons and opening doors.
These are far interactions because the act of touching the screen will cast a ray from the camera to a potentially far location in the scene.
The exact value really depends on the behaviour you re looking for however you may notice that a value of 1 0 angular drag may not even be enough in some cases.
Megawires is a new editor extension for the unity game engine it allows for easy setting up of dynamic physics controlled wires in your scenes to add a little extra detail and movement to your games.
You ll learn how to interact with your hands in a vr environment how to add oculus standard hands in your game and how to change standard hands to custom hands.
Leave at 1 for no change.
The multiplier multiplies the result.
These are as simple as clicking that same create button in the hierarchy and selecting 2d object sprite.
In unit 5 matt franklin from oculus will share best practices for hand presence and interaction in vr.
In this video i am going to show you how to get started with the vertical plane detection feature of arkit 1 5.
You ll find the menu item in figure 3.
We are going to build an amazing app where.
Next up are the sprite objects.
Review best practices for rendering and animating user hands in vr understand how to attach objects to.
Wall jump angle degrees the angle in degrees of the wall jump.
Wall jump multiplier the base jump speed is calculated from base jump and extra jump height.
Changing the angular drag on the golf ball is the way to fix this issue.
Some will trigger a one time animation others might move objects to match the position of a controller and others might move an object to match a specific orientation relative to the controller.