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AngularTransformDrive with long meshes does not match grabbing interactor motion #102

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Scraphead opened this issue Feb 27, 2021 · 1 comment

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@Scraphead
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Environment

Unity 2019.4.21f
"io.extendreality.tilia.interactions.controllables.unity": "1.11.14",
"io.extendreality.tilia.interactions.interactables.unity": "1.15.8",

Steps to reproduce

  1. Create an new unity scene set up with tracked alias and an interactor with grab support.
  2. Create a Intearactions.AngularTransformDrive prefab
  3. Set Cube transform Scale inside AngularTransformDrive into (1, 2, 0.1) to make a simple door
  4. Set Cube transform position to (0.5, 0, 0) so the door will look like it rotates around a hinge.
  5. Set AngularDriveFacade "Drive Axis" to rotate around YAxis
  6. Start game in VR and grab top corner of door and move it.
  7. Compare it to when you grab mid section of door and move it.

Example gif:
TiliaAngularTransformDriveIssue

Expected behavior

AngularTransformDrive should rotate to match interactor at any position during grab movement.

Current behavior

AngularTransformDrive falls behind if interactor is grabbing at ends of long meshes.

@lizheenyuan
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I`m not sure is this could help u.
AngularTransformDrive

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