Interactable Advanced Options

The advanced options parameter contains several options for users who want to create more complex interactions in their simulations.

This is the complete list of advanced options:

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Interactable Advanced Options in Detail

Option Name

Explanation

Interaction Manager

The Interaction Manager, which will handle the interactions between the Interactor and the Interactables that are assigned the same Interaction Manager. If left empty, the first Interaction Manager that is found in the scene will be added automatically.

Transform

The Interactables Transform which is automatically added.

Attach Transform

If hand poses are disabled or no handpose for a Hand Interactor exists the grabbable will be grabbed from this position and rotation.

Rigidbody

The rigidbody of the Interactable.

Grabbable colliders

You can specify the colliders the Interactable can be interacted with.

Disable kinematic on Select Enter

Automatically disables kinematic on the Interactable when selected by the Interactor.

Enable kinematic on Select Exit

Automatically enables kinematic on the Interactable when the Interactor stops selecting the Interactable.

Enable Hover Material

Applies Hover Material to the Renderers of the Grabbable and its children while hovered.

Hover Material

If left empty the default HoverMaterial (as specified in the HubModule) will be used, otherwise the one assigned here. If Enable Hover Material is false this field does nothing.

Recticle

The Reticle to use (for the Raycast) when hovering over the grabbable. The reticle’s forward vector (blue axis) will be alligned to the hit point normal. Will use the default reticle if empty.

Enable Throw

If enabled, you can throw the Interactable; if not, the Interactable will plunge to the ground.

Throw Velocity Multiplier

The factor with which the velocity of the Interactable will be multiplied with on Select Exit.

Throw Velocity Window

The number of frames that the throw velocity will be calculated from.

Grab Movement Mode

There are two options: Fixed Joint and Velocity Change, the one uses Unity’s Fixed Joint component and offers more realistic and physics based interaction, while Velocity Change simply applies the Velocity necessary to grab the Interactable.

Fixed Joint Break Force

The force at which the grabbable will disconnect from the hand. This parameter is only valid for FixedJoint and VelocityChange grab modes.