Simulating weight / drag for XRTools pickable objects in Godot + OpenXR , nothing in docs

Godot Version

Godot 4.5

Question

`I’m working with Godot + the XRTools / OpenXR setup, and I saw in a presentation video that pickable objects can have weight or drag behavior (i.e. heavier objects feel “harder” to move, maybe lag behind). But I can’t find any mention of this in the XRTools documentation or on forums.

I’d like to simulate that effect for XRTools pickable objects (or in general with OpenXR + Godot). Here are the details / what I tried, and what I’m stuck on:

I looked at the XRTools “Pickable Objects” documentation — it describes how to set up pickable objects, layers, collisions, but nothing about weight.

I tried to adjust mass, linear_damp, angular_damp of the RigidBody, but when object is held, those settings seem overridden by the pick-up logic (object is essentially “followed” by the hand).

I considered applying forces manually (e.g. make the object try to follow the controller with spring force), but wasn’t sure where to hook into XRTools pick-up events.

here is the video : https://www.youtube.com/watch?v=xJKQ2ca5zVw&t=3s thanks in advance
`

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I am encountering the same issue.
Like, in the linked video it seems that there were some updates to hands physics (like them not passing through objects and the weight simulation) already, and that those things together with others will be further improved in the upcoming XRTools2, but inside my Godot 4.5 I can’t see the improvements that were shown at the beginning of the video…
Am I missing something? Did you find an answer/solution elsewere?

I didn’t. I did manage to find a workaround by reusing an obscure demo they made, but it basically just creates a bit of lag below the hand, which feels weird and not natural. It seems like Godot XR can’t really be used for a proper VR game at the moment, but I’m pretty positive it’ll get better later. I didn’t find any other solution elsewhere (for Godot).

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