How to properly setup Velocity based damage in VR?
To my understanding, you can only get velocity from things Simulating Physics but the problem is that components held by the VR hands or attached to character meshes are not Simulating Physics. I'm using a very clunky workaround method where I have collision spheres (or other shapes) attached to the actual mesh with physics constraints, having those collision objects Simulate Physics and taking the velocity values from those. This is far from ideal and doesn't always work.
Does anyone have a proper solution to integrating velocity based damage?
asked Jan 10 '19 at 12:01 AM in VR
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