Physics-based interactions are crucial for creating immersive VR/AR/MR experiences. This guide covers implementation strategies, optimization techniques, and best practices for realistic object interactions in XR environments.
1. Core Physics Interaction Types
A. Basic Object Interactions
Interaction | Implementation | Example Use Case |
---|---|---|
Grab & Throw | Rigidbody + XR Grab Interactable (Unity) | Picking up tools in VR |
Push/Pull | Force-based movement + haptic feedback | Moving furniture in AR |
Stacking | Colliders + friction/gravity tuning | Warehouse simulation |
B. Advanced Interactions
- Breakable Objects (pre-fractured meshes + destruction physics)
- Liquids/Particles (GPU-accelerated fluid sims like Zibra Liquids)
- Cloth/Softbody (Obi Softbody for Unity, Chaos Cloth in Unreal)
2. Implementation Workflow
A. Unity (XR Interaction Toolkit)
// Basic grab implementation
using UnityEngine.XR.Interaction.Toolkit;
public class GrabableObject : XRGrabInteractable
{
protected override void OnSelectEntered(XRBaseInteractor interactor)
{
base.OnSelectEntered(interactor);
// Add custom grab logic
}
}
Key Components:
XR Grab Interactable
componentRigidbody
with proper mass/drag settingsColliders
(prefer convex mesh colliders)
B. Unreal Engine (Physics Handle)
- Enable Chaos Physics in Project Settings
- Use
Physics Handle
component for grab mechanics - Implement force feedback via
Haptic Feedback Effect
3. Optimization Techniques
A. Performance-Critical Settings
Parameter | Mobile XR Value | PC XR Value |
---|---|---|
Physics Solver Iters | 4-6 | 8-12 |
Max Depenetration Vel | 1-2 | 4-10 |
Fixed Timestep | 0.0167s | 0.0111s |
B. Advanced Optimization
✅ Spatial Partitioning
- Use Unity’s
Physics.OverlapSphereNonAlloc
instead of standard collision checks
✅ LOD Physics
- Swap to simplified colliders at distance
✅ Object Pooling
- Recycle physics objects instead of instantiation/destruction
4. Haptic Feedback Integration
A. Standard Implementation
// Unity haptic pulse example
inputDevice.SendHapticImpulse(0, 0.5f, 0.1f);
Best Practices:
- Match haptic intensity to collision force
- Use audio-driven haptics for enhanced realism
B. Platform-Specific Features
- Meta Quest Controller vibrations
- Apple Vision Pro Taptic Engine integration
- Index Controllers Finger-specific feedback
5. Troubleshooting Common Issues
Problem | Solution |
---|---|
Objects jitter when held | Enable kinematic on grab, disable on release |
Hands pass through walls | Use continuous collision detection |
Poor stacking behavior | Increase friction + stabilize rotation |
6. Emerging Technologies
- AI Physics Prediction (NVIDIA PhysX 5)
- Quantum Physics SDKs for molecular-level interactions
- Neural Physics (machine-learned object behavior)
Key Takeaways
✔ Start simple – Basic rigidbody interactions first
✔ Profile early – Use Unity Profiler/Unreal Insights
✔ Tune for comfort – Avoid unrealistic physics that cause motion sickness