Which is the correct way to rotate the XRrig?
I am creating a Virtual Reality application using the XR Interaction Toolkit and I need to rotate the camera view when the player moves the controller thumb-stick, I have seen from this example project that this can be done using the script SnapTurnProvider.
This is great, but after the player rotates ( in my application) and he tries to throw objects they collide with something. I noticed that this happens only when the XRRig is rotated, what could be the possible problem? Which is the correct way to rotate the player with this kind of tool?
I am also using a different way to interact with object, using a script that extend XRInteractable but not the XRGrabInteractable script provided by the Toolkit
This is how I set the LocomotionSystem (similarly to to the EscapeRoom)

This is my XRrig structure:

Answer by salvolannister · Jul 29, 2020 at 10:17 AM
Basically I had the exact same issue reported here, then adjusting my script where I was releasing the object from the hand, considering what was said from Opp33 it solved my problem:
     //Drop here, in the inspector, the "TrackingSpace" element of your XrRRig
     public Transform trackingSpace;
      
     //.........REST OF THE CODE.........//
      
     void Drop()
     {
         Rigidbody objectRigidbody = grabbedObject.GetComponent<Rigidbody>();
      
         //Just multiply controller velocity by the direction your body is facing!!!
         objectRigidbody.velocity = trackingSpace.rotation * OVRInput.GetLocalControllerVelocity(controller);
         objectRigidbody.angularVelocity = OVRInput.GetLocalControllerAngularVelocity(controller);
     }
 
 
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