Hand physics service — MRTK2
The hand physics service enables rigid body collision events and interactions with articulated hands.
Enabling the extension
To enable the extension, open your RegisteredServiceProvider profile. Click Register a new Service Provider
to add a new configuration. In the component type field, select HandPhysicsService. In the configuration Profile field, select the default hand physics profile included with the extension.
Profile options
Hand physics layer
Controls the layer the instantiated hand joints will go to.
While the service defaults to the "default" layer (0), it is recommended to use a separate layer for hand physics objects. Otherwise there may be unwanted collisions and/or inaccurate raycasts.
Finger tip kinematic body prefab
Controls which prefab is instantiated on fingertips. In order for the service to work as expected, the prefab requires:
- A rigidbody component, with isKinematic enabled
- A collider
JointKinematicBody
component
Use palm kinematic body
Controls whether the service will attempt to instantiate a prefab on the palm joint.
Palm kinematic body prefab
When UsePalmKinematicBody
is enabled, this is the prefab it will instantiate. Just like FingerTipKinematicBodyPrefab
, this prefab requires:
- A rigidbody component, with isKinematic enabled
- A collider
JointKinematicBody
component
How to use the service
Once enabled, use any collider's IsTrigger
property to receive collision events from all 10 digits (and palms if they're enabled).