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What do you want to achieve?
Be able to get the velocity of a hand and have the hands affected by physics. -
What is the issue? Include screenshots/videos if possible!
I make my VR hands go to their position by changing the CFrame to the position of the VR controller with offsets. I cannot grab the velocity of the hands and it just returns back 0.
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What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I cannot think of any way to fix this and have looked for things but I feel like this is too specific to find.
Current code being used:
Client:
serverPosition("Left Arm",(Camera.CFrame*CFrame.new(vrService:GetUserCFrame(Enum.UserCFrame.LeftHand).p*1))*CFrame.fromEulerAnglesXYZ(vrService:GetUserCFrame(Enum.UserCFrame.LeftHand):ToEulerAnglesXYZ())*CFrame.Angles(math.rad(90),0,0)*CFrame.new(0,.35,0))
serverPosition("Right Arm",(Camera.CFrame*CFrame.new(vrService:GetUserCFrame(Enum.UserCFrame.RightHand).p*1))*CFrame.fromEulerAnglesXYZ(vrService:GetUserCFrame(Enum.UserCFrame.RightHand):ToEulerAnglesXYZ())*CFrame.Angles(math.rad(90),0,0)*CFrame.new(0,.35,0))
Server:
events.SetPos.OnServerEvent:Connect(function(player,part,cf)
part.CFrame = cf
end)
your VR hands are anchored and you’re teleporting them essentially. they won’t ever have physics on them unless you use some form of bodymover and unanchor them.
if you want to get a velocity, you can just measure the distance they traveled within’ a set amount of time.
speed = distance/time
1 Like
I have them unanchored. I will also try that but I did a bit of research and am trying to use the
AlignPosition and AlignOrientation instances to pull off full physics. I will make your comment the solution though because it basically is the solution.
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