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fix(Interaction): ensure custom rigidbody is not amended for touch
If a custom rigidbody is provided for Interact Touch then it shouldn't be manipulated, such as it's parent set or it's position changed as this should be left up to the developer to manually set these things.
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Assets/SteamVR_Unity_Toolkit/Scripts/VRTK_InteractTouch.cs

Lines changed: 4 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -281,7 +281,10 @@ private void CreateControllerRigidBody()
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}
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else
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{
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controllerRigidBodyObject = new GameObject();
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controllerRigidBodyObject = new GameObject(string.Format("[{0}]_RigidBody_Holder", gameObject.name));
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controllerRigidBodyObject.transform.parent = transform;
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controllerRigidBodyObject.transform.localPosition = Vector3.zero;
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CreateBoxCollider(controllerRigidBodyObject, new Vector3(0f, -0.01f, -0.098f), new Vector3(0.04f, 0.025f, 0.15f));
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CreateBoxCollider(controllerRigidBodyObject, new Vector3(0f, -0.009f, -0.002f), new Vector3(0.05f, 0.025f, 0.04f));
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CreateBoxCollider(controllerRigidBodyObject, new Vector3(0f, -0.024f, 0.01f), new Vector3(0.07f, 0.02f, 0.02f));
@@ -296,10 +299,6 @@ private void CreateControllerRigidBody()
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var controllerRB = controllerRigidBodyObject.GetComponent<Rigidbody>();
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controllerRigidBodyObject.name = string.Format("[{0}]_RigidBody_Holder", gameObject.name);
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controllerRigidBodyObject.transform.parent = transform;
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controllerRigidBodyObject.transform.localPosition = Vector3.zero;
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controllerRB.useGravity = false;
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controllerRB.isKinematic = false;
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controllerRB.collisionDetectionMode = CollisionDetectionMode.Continuous;

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