Align position is shaking in VR

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.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.