8. Grabbing with AutoHand

Previously, we explored grabbing ropes in VR with hand-tracking. Here, we are taking a different approach by exploring rope grabbing with Auto Hand. 

We are developing a new rope-grab script tailored for Auto Hand based on the previous iteration of hand-tracking grabbing. We use a static attachment, ensuring that if the rope is pulled past its visual breaking point, there will be no terminus for the rope’s movement. As a result, the rope will not affect the player’s hands. (↓)

The rope is functional, but there is still a visual gap between the hand and the rope. Gap aside, when you grab onto the rope you can throw it pretty well, and swing it side to side.

With a thinner rope, grabbing at a certain point will cause the rope above the player’s grab to be completely straightened, and the rope below to hang unnaturally. (↓)

Our next steps are to improve the accuracy and consistency of the hand-grab mechanics, and to fix the visual gap to emulate a realistic rope grab.