Where is the GleechiLib Prefab?

If you see the use of GleechiLib prefab in one of our videos, but can not find it in the SDK: the GleechiLib Prefab was removed in version 0_9_6. You are expected to just insert a VG_MainScript component (such as MyVirtualGrasp) on a GameObject of your choice.

Hands and Controllers

I used the VG_AutoSetup with a controller but the hands don’t move.

Assure that all the requirements of the controller you picked are met. You can find these requirements at the top of each script in ThirdParty/VirtualGrasp/VG_ExternalControllers/VG_EC_***.cs, as well as on the specific documentation pages. Do not forget to uncomment the #define in the script as soon as you have installed all prerequisites.

Does VG support other headsets / controllers?

The VG SDK is hardware-agnostic and does not depend on a headset. Thus, the question of headset support goes more towards Unity. In terms of controllers, VG SDK provides a customizable controller abstraction (see VG_ExternalControllerManager) for a few stand-alone controllers and abstractions (such as UnityXR) which require their Unity SDKs. If your controller is not supported, you can either write a VG_ExternalController for it yourself, or contact us.

I am using my own hand models and the fingers bend strangely.

The reason for the mismatch is that each controller (for example, VG_EC_OculusHands.cs) is adjusting the raw finger orientations that come directly from the controller API (for example, from the Oculus Integration plugin) to match the hand model representation that is provided with the SDK. Read more on ways to resolve this issue on the VG_ExternalControllerManager page.


I added a VG_Articulation component to my game object, but I could not interact with the object when I play.

There could be four reasons:

  1. Mesh is not readable.
  2. The added VG_Articulation component is disabled (unchecked).
  3. You have in runtime disabled this VG_Articulation component.
  4. You have in runtime SetObjectSelectionWeight to 0.

I runtime changed the VG_Articulation component on an object with different joint type and/or other joint parameters. Why the interaction with this object does not correspond to these changes?

You can only runtime change object articulation by using API function ChangeObjectJoint. See page runtime changes.

When I tried to catch a fast moving object, the hand is following the object for a little which looks strange.

The default interaction type for all objects is TRIGGER_GRASP and Grasp Animation Speed 0.05 (see Global Grasp Interaction Settings) which means that the a grasp moves the hand to the object in 0.05 seconds.

So, when you are trying to catch a fast moving object such as a falling one, the hand will follow the object for 0.05 sec to grab it while falling. There are two quick options to get a different experience:

  1. Decrease the Grasp Animation Speed to 0.01 (which is the minimum). This makes the grasp happen quicker, while still moving the hand to the object.
  2. Change the interaction type to JUMP_GRASP for this object and the object will move towards the hand instead. Note that it will now still take the time of the Grasp Animation Speed for the object to interpolate into the hand. These and more interaction types are documented here.

Note that you cannot define the Grasp Animation Speed for a specific object. You can switch the interaction type for a specific object, either by using a VG_Interactable on your object to change it from the start, or by using the API function VG_Controller.SetInteractionTypeForObject from your code during runtime.

All my objects are baked but why do I still get unnatural looking grasps?

The unnatrual looking grasps could be caused by you have set the interaction type of this object to be STICKY_HAND. You could have set it by either globally for all objects in Global Grasp Interaction Settings, or on specific object through VG_Interactable component, which overwrite the global settings. To fix it just switch to the commonly used interaction type: TRIGGER_GRASP or JUMP_GRASP. See Grasp Interaction Type for more information.


How am I supposed to import the .obj files (in vg_tmp) into my project?

You are not supposed to import the .obj files in your own scenes (since you have your original models there). The main purpose of the .obj files is to represent the raw mesh data of objects when they shall be sent through the Baking Client to the cloud baking service. You can read more information on Debug Files.

Why are some of my interactable objects not baked?

This can be caused by multiple things:

Common Unity Error Messages

“Root actors empty”

[VG] [ObjectSelector] [error] Object keypadbutton0/20174 root actors are empty!

This can be caused by multiple things e.g:

  • Static geometry flag is enabled for object, or
  • Transform scale is 0 (maybe during animation) on the object or any parent in the hierarchy.

Mesh not readable

[12:22:57] The mesh for screwdriver is not readable. Object cannot be processed.

This is because the source of that MeshRenderer have not checked “Read/Write enabled” checkbox in the model inspector. VG has an utility script you could use as shown in below image. Clicking Make interactables readable will check this Read/Write checkbox for all objects that have been marked as interactable.

VG utility make interactables readable
VG Utility: Make interactables readable


.NET target framework mismatch when using VS Code

Error: The primary reference "virtualgrasp.CSharp.Unity.NET3.5" could not be resolved because it was built against the ".NETFramework,Version=v4.8" framework.

There are many threads with the same underlying issue of a dependency being compiled against 4.8 while Unitys VSCode plugin is hardcoded at the time of writing to 4.7.1. The culprit is the project file Assembly-CSharp.csproj where this dependency is hardcoded:


The following can be added to that .csproj file to let the IDE ignore these mismatches: