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Using Interactable Objects

StoneFox edited this page Jun 6, 2016 · 1 revision

[VRTK_InteractUse]

The Interact Use script is attached to a Controller object within the [CameraRig] prefab and the Controller object requires the VRTK_ControllerEvents script to be attached as it uses this for listening to the controller button events for using and stop using interactable game objects. It listens for the AliasUseOn and AliasUseOff events to determine when an object should be used and should stop using.

The Controller object also requires the VRTK_InteractTouch script to be attached to it as this is used to determine when an interactable object is being touched. Only valid touched objects can be used.

An object can be used if the Controller touches a game object which contains the VRTK_InteractableObject script and has the flag isUsable set to true.

If a valid interactable object is usable then pressing the set Use button on the Controller (default is Trigger) will call the StartUsing method on the touched interactable object.

The following script parameters are available:

  • Hide Controller On Use: Hides the controller model when a valid use action starts
  • Hide Controller Delay: The amount of seconds to wait before hiding the controller on use.

The following events are emitted:

  • ControllerUseInteractableObject: Emitted when a valid object starts being used
  • ControllerUnuseInteractableObject: Emitted when a valid object stops being used

The event payload that is emitted contains:

  • controllerIndex: The index of the controller doing the interaction
  • target: The GameObject of the interactable object that is being interacted with by the controller

An example can be viewed in the scene SteamVR_Unity_Toolkit/Examples/006_Controller_UsingADoor. Which simulates using a door object to open and close it. It also has a cube on the floor that can be grabbed to show how interactable objects can be usable or grabbable.

Another example can be viewed in the scene SteamVR_Unity_Toolkit/Examples/008_Controller_UsingAGrabbedObject which shows that objects can be grabbed with one button and used with another (e.g. firing a gun).

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