Closed kuff closed 1 year ago
After investigating I don't see how this can be solved on our end.
Luckily, this is only an issue when using the DebugGribVisualizer
, which we will not be using during the actual experiment. Furthermore, the pressure thresholds will be set high enough to where no accidental activation can occur.
Closing this for now.
This issue has nothing to do with the tactility implementation.
The tactility system registers pressure being applied by the user before the virtual representation of their hands make visible contact with the ball.
This may be due to a misconfiguration with the
SphereCollider
used for collision detection. It can also stem from the physicalized hands somehow, in which case it might be harder to solve. Finally, it could just be a limitation of the physics engine, which I would however consider unlikely.This limitation is less noticeable if the user is interacting with the ball with fast motion.
Peter will investigate this...