[Help] Prevent head/body pushback with XRToolsPickable + allow “ghost” grabbing (presence study)

Godot Version

4.4

Question

For a VR presence study I need to pick up coins without any physical pushback. Using XRToolsPickable works for grabbing, but when I walk close to coins (or a wall) I get pushed back. I’d like to disable collisions for pickup (overlap-only) and keep the HMD “ghosty” so researchers can lean close to props/walls without physics fighting them. What’s the recommended XR-Tools setup?

Context / Requirements

Study requires no immersion breaks from physics “bouncing”.

Head/HMD should not collide or get pushed by props/walls.

Grabbing should still work reliably (hands/controllers can pick items).

Coins should rest on tables but never push the player.

What happens now

With XRToolsPickable (RigidBody3D) on coins, walking near them causes my avatar to be pushed away.

Similarly, if I bring my head near a wall, I sometimes feel a corrective push (even if the camera node itself has no collider).

I would be thankful for every Help.
My study starts Monday, and this is a Huge Problem.

This is just regular physics stuff and not XR specific. You need to set the collision layers and masks so that the player can push coins but coins can’t push the player.

Thanks for the Help, I have found the sollutions myself. I was just Panicking because its about my Thesis.

For XR Tools 1 indeed just be careful with what layers you put collisions on so the player can move places. I’ve wanted to retrofit logic here for some time to deal with this more properly but it’s currently only something I’m really looking into for newer setups.

This video describes an approach that works well but requires a different setup than XR Tools 1 has:

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