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Question by FrankJaeger · May 25, 2013 at 08:49 PM · collisionphysics

Realistic Hands and Physics implementation?

I'm programing an app that uses the Razer Hydra (this question has nothing to do with the Razer). I want my hands to be controlled by physics, as well as the Razer. For instance, lets say I push down on a box, and I move the controller farther than is possible in the game (such that my real world hand is submerged in the box). I want the hand to push with a set amount of fource, in an atempt to reach my real world hand. How do I implement this? Could this be solved with CharacterContollers? (PS. I'm new to Unity, but not to C#)

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Answer by Lost_C4 · May 26, 2013 at 02:06 AM

You can use Raycasts to push gameobjects with a rigidbody. The charactercontroller can push objects too. Use this script for the character collision. http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.OnControllerColliderHit.html Search at the docs for more information.

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avatar image FrankJaeger · May 26, 2013 at 04:22 PM 0
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Ok, what if the hand is holding something two heavy than my in game strength, and I want the arm to not be able to fully hold up the item? (I want it to kinda give out).

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