Created
March 14, 2025 21:28
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A script to set an objects position and rotation to a specific XR Joint based on the ID, handles usage for game object and physics rigidbodies
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using System; | |
using UnityEngine; | |
using UnityEngine.XR.Hands; | |
using UnityEngine.XR.Management; | |
public class HandJointFollow : MonoBehaviour | |
{ | |
[SerializeField] | |
XRHandJointID m_JointToTrack; | |
public enum Handedness { Left, Right } | |
public enum MovementType { SetPositionAndRotation, MovePosition } | |
[SerializeField] | |
Handedness m_Handedness; | |
[SerializeField] | |
MovementType m_MovementType; | |
[SerializeField] | |
bool m_DisableGameObjectOnTrackingLost = false; | |
XRHandJoint m_TrackedJoint; | |
XRHandSubsystem m_XRHandSubsystem; | |
bool m_PoseSet = false; | |
void Start() | |
{ | |
GetHandsSubsystem(); | |
} | |
void Update() | |
{ | |
if (!CheckHandSubsystem()) | |
return; | |
var updateSuccessFlags = m_XRHandSubsystem.TryUpdateHands(XRHandSubsystem.UpdateType.Dynamic); | |
var rootPose = m_Handedness == Handedness.Right ? XRHandSubsystem.UpdateSuccessFlags.RightHandRootPose : XRHandSubsystem.UpdateSuccessFlags.LeftHandRootPose; | |
if ((updateSuccessFlags & rootPose) != 0) | |
{ | |
m_TrackedJoint = m_Handedness == Handedness.Right ? m_XRHandSubsystem.rightHand.GetJoint(m_JointToTrack) : m_XRHandSubsystem.leftHand.GetJoint(m_JointToTrack); | |
if(m_TrackedJoint.TryGetPose(out Pose pose)) | |
{ | |
if (m_MovementType == MovementType.MovePosition) | |
{ | |
// object needs to have a ridigbody | |
if (transform.TryGetComponent<Rigidbody>(out var rb)) | |
{ | |
rb.MovePosition(pose.position); | |
rb.MoveRotation(pose.rotation); | |
m_PoseSet = true; | |
} | |
else | |
{ | |
var childenRB = transform.GetComponentInChildren<Rigidbody>(); | |
if (childenRB != null) | |
{ | |
childenRB.MovePosition(pose.position); | |
childenRB.MoveRotation(pose.rotation); | |
m_PoseSet = true; | |
} | |
} | |
} | |
// for objects without RB, will be used as fallback if no RB is found | |
if (!m_PoseSet) | |
{ | |
transform.SetPositionAndRotation(pose.position, pose.rotation); | |
} | |
} | |
else if(m_DisableGameObjectOnTrackingLost) | |
{ | |
gameObject.SetActive(false); | |
} | |
} | |
} | |
void GetHandsSubsystem() | |
{ | |
var xrGeneralSettings = XRGeneralSettings.Instance; | |
if (xrGeneralSettings == null) | |
{ | |
Debug.LogError("XR general settings not set"); | |
return; | |
} | |
var manager = xrGeneralSettings.Manager; | |
if (manager != null) | |
{ | |
var loader = manager.activeLoader; | |
if (loader != null) | |
{ | |
m_XRHandSubsystem = loader.GetLoadedSubsystem<XRHandSubsystem>(); | |
if (!CheckHandSubsystem()) | |
return; | |
m_XRHandSubsystem.Start(); | |
} | |
} | |
} | |
bool CheckHandSubsystem() | |
{ | |
if (m_XRHandSubsystem == null) | |
{ | |
#if UNITY_EDITOR | |
if (m_DisableGameObjectOnTrackingLost) | |
{ | |
gameObject.SetActive(false); | |
} | |
#else | |
Debug.LogError("Could not find Hand Subsystem"); | |
#endif | |
return false; | |
} | |
return true; | |
} | |
} |
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