Align position is shaking in VR

okay ill try that

30 letter limit

nope it dint work nothing changed ):

Update: i have fixed the object pushing issue by making the attachments that track the controllers be parented to an anchored part. Idk how that fixed the pushing issue but it did.

Only thing is when moving the arms still have a little delay and still shake.

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reacting so i make this topic active again

If you increase the responsiveness of the AlignPosition, it should react faster to your movement, making the shaking less visible.

the responsiveness is set to 200 (the max)

Maybe don’t use align position then, and instead just set the cframe of the hands every frame? Preferrably using RunService:BindToStep()? I made a VR game before, I forgot what method I used.

the problem with not using align position is that the hands dont have physics like stop when they touch a wall unless there is a way to work around that.

i did see someone use align position and not have this issue but i cant find how they did it

You’re right, didn’t think of that. I noticed that the CoreGui screen is also shaking, so maybe this is a roblox bug?

yea it could be a roblox bug but its unlikely because the CoreGui also shakes when testing the vr sandbox place and the hands dont shake there. Its brobably just my bad code but i cant find what is wrong with it

Have you tried testing different materials for the arms? Some are heavier than others.

Yea i did but it does bassicaly nothing because the maxforce of the align position is high else they will fall on the ground or have a delay.

But i think it is a script issue because i tried my way of tracking the hands in the vr sandbox and that caused the issue to happen there too.

The shakiness can be fixed by reducing your hands’ density to a minimum.

I set it to the minimum (0.01) but that changed nothing.

AlignPosition has properties called MaxVelocity, MaxForce and Responsiveness. Try adjusting those. Or just enable RigidityEnabled for maximum force.

Similarly AlignOrientation has MaxTorque, MaxForce and Responsiveness. Rigidity is also an option.

i already tried those thing but they did nothing beside some properties creating a delay.

but im quite sure it is my code thats the issue here because i tried that vr sandbox in an earlier reply and that worked until i added my way of tracking the hands but the issue is i cant find what is causing the vr sandbox to work

i also cant use it because its made for a vr hands type of game and im not making that.

If the pushing works, I suggest to make duplicate dummy hands that will follow exactly user input if the distance between actual hands and dummies is negligible. Also make the ‘real’ hands transparent.

thanks for the help but how would that fix the issue

It will provide better ‘feel’ for the user, as hands will be strictly replicating controller movement. By using non-collideable visible hands and transparent functional ones, you can get rid of the shake completely.

I believe that in your case Roblox physics is trying to catch up to the ever-changing attachment CFrames. Those should be stationary, tween in predictable manner or change infrequently for AlignOrientation and AlignPosition to work properly. Roblox is client-server based environment, so unless you planning to make a strict single player game, you will always experience issues with physics trying to catch up to player controllers.

I am assuming, that you are planning to make a multiplayer game, in which case you will never get a perfect physics simulation. That is because you cannot simply stop player from moving their hand too fast, causing the game not being able to catch up. By cheating a little and showing that hand is where the player wants their hand to be, rather when it is actually is in the workspace, the whole experience will become much smoother. Of course keep an eye on them and if dummy and actual hand sometimes get too far apart, act accordingly. I think 1 stud maximum variation should work nicely.

On the other hand for strict single player game, I guess you could use some kind of welds and put a limit to the player hand movement speed when moving heavy objects. Lots of work, but possible. But in that case AlignOrientation and AlignPosition is not suitable.

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