MRTK3 BoundsControl + ObjectManipulator for parent gameobject #10998
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Hi all, I'm currently running into a problem with BoundsControl + ObjectManipulator conundrum. I’m trying to create a game object hierarchy like this: ParentGameObject (BoundControl + ObjectManipulator):
In MRTK2, if I have BoundsControl + ObjectManipulator in ParentGameObject, I would be able to control the bounds, manipulate the whole transform hierarchy, interact with inner child InteractableObject, override bounds for ParentGameObject and using inner MRTK Button to disable bounds if needed to… However, with MRTK3 there seem to be a weird bug where those interaction still work in the editor, but broken after built to devices. Here are some examples: Expectation (In editor): (mixed)Reality :( Snapdragon Space (ThinkReality A3 glasses) Some of the problems you can see like: some MRTK buttons work and some doesn’t (i.e. car model); Click on inner InteractableObject would interact with ParentGameObject instead of the child object, etc… To fix this, it look like disable ParentGameObject’s BoundsControl + ObjectManipulator would do the trick. The conundrum is I like to preserve BoundControl + ObjectManipulator for parentGameObject in order to control the overall bounds :( I just wondering if this is something that you have encountered, or is there an easy fix for this? Version: Platform: |
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Hi @Spyispie120 ! First thing to check: in this situation where you have several nested interactables, you'll probably want to explicitly connect the interactables (objmanips) with their colliders. This is a special option that XRI offers. If this collider option isn't explicitly set, the ObjectManipulator will just find the first available collider (which might already be "owned" by another interactable, like a button, or something!) By explicitly setting the collider, you prevent these overlaps/fights/conflicts and explicitly assign the interactable <-> collider relationship. Please let me know if this fixes it! I believe this should solve your problem because I've actually had basically the same headache myself :) I'm thinking of making this option a bit more visible because of how important it can be in certain circumstances. Check out the |
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Hi @Spyispie120 !
First thing to check: in this situation where you have several nested interactables, you'll probably want to explicitly connect the interactables (objmanips) with their colliders.
This is a special option that XRI offers. If this collider option isn't explicitly set, the ObjectManipulator will just find the first available collider (which might already be "owned" by another interactable, like a button, or something!)
By explicitly setting the collider, you prevent these overlaps/fights/conflicts and explicitly assign the interactable <-> collider relationship.
Please let me know if this fixes it! I believe this should solve your problem because I've actually had basical…