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    Hand physics extension service

    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).

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    In This Article
    • Enabling the extension
    • Profile options
      • Hand physics layer
      • Finger tip kinematic body prefab
      • Use palm kinematic body
      • Palm kinematic body prefab
    • How to use the service
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