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This video is an exercise in creating a physics based lever in VR using the XR Interaction Toolkit and Joint components in Unity. We discuss how to use the angle property of the Hinge Joint component to output a value between a specified range, as well as how to set a starting position/value for the lever. XRTerra Links: Programs and Courses: http://www.xrterra.com/programs Newsletter Signup: https://www.xrterra.com/mailing-list-... Your First VR Scene with the XR Interaction Toolkit in Unity: • Your First VR Scene with the XR Interactio... Physics Joints in Unity: • Physics Joints in Unity XR Device Simulator 2.3.0 And Later: • XR Device Simulator 2.3.0 And Later 00:00 Intro and Prerequisites 00:43 Setting up VR Scene 00:54 Disabling Force Grab on Ray Interactors 01:15 Deleting duplicate camera 01:27 Setting up lever object 01:51 XR Grab Interactable with Velocity Tracking 02:28 Adding a hinge joint 02:39 Finding the zero position of a hinge joint 03:25 Lever visualization and repositioning 05:22 Using the XR Device Simulator 06:02 Testing out our lever 06:36 Pulling away from lever origin bug 06:54 Reducing Grab Interactable Velocity Scale 07:19 Testing reduced velocity scale 07:52 Add damper to the hinge joint 10:02 Outputting a value from the lever 10:43 Creating VR Lever script 11:02 Assigning reference to hinge 11:31 Calculating lever output as fraction of range 12:59 Outputting fraction to the Console 13:20 Testing VR Lever fraction output 13:53 Converting fraction to useable value range 15:43 Testing out lever value range 16:26 Setting lever start value 17:39 Making sure starting value is within limits 18:20 Calculating desired start rotation 20:03 How to rotate by desired amount 20:40 Quaternion.AngleAxis(float, Vector3) 21:29 Converting hinge axis from local to world space 22:27 Setting lever rotation 23:27 Quaternion multiplication is non-commutative 24:25 Testing out start rotation 25:05 Outro Instructor: Gregory Osborne