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@@ -9,7 +9,7 @@ physics engine doesn't know the speed of hand colliders at the moment of collisi
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An improvement is to set linear and angular speed of kinematic hand colliders so that they
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approach the target (actual location/orientation of hand controller). This works well for one
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-hand physics, however physics start to glitch when you try to squeeze object between two hands.
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+hand, however physics will start to glitch when you try to squeeze an object between two hands.
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This is because kinematic hand controllers can never be affected by collision forces, so the
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squeezed collider cannot push back against them and the collision cannot be resolved.
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@@ -18,7 +18,7 @@ affected by other collisions. To track hand controllers, we apply force and torq
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objects that's proportional to distance from correct position.
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This means hand colliders won't have 1:1 mapping with actual hand controllers, they will actually
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-'bend' under large force. Also the colliders can become stuck and burried beneath other objects.
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+'bend' under large force. Also the colliders can become stuck and buried beneath other objects.
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This is frustrating to users, so in this example hand colliders can ghost through objects or
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become solid, using the trigger button.
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