teller.0628
2 months agoHonored Guest
Meta Avatar hand diverges from SyntheticHand only while grabbing (controller mode, OVR Plugin path)
I’m seeing a consistent mismatch between the Meta Avatar hand and the SyntheticHand only during grabs. In normal/idle updates they stay perfectly aligned; as soon as I grab a HandGrabInteractable the Avatar hand no longer matches the SyntheticHand pose (fingers/ curl differ and there’s a small offset), as shown in the attached screenshot.
# Environment
- Unity 6.2 (URP)
- Meta XR SDK v78 (rolled back to OVR Plugin path; OpenXR package removed)
- Meta Avatar SDK 40.0.1
- Using the Sample Input Manager
- ControllerDrivenHand model (controller mode)
- Tested on Quest 2/3
# Repro steps
- Use controller mode with ControllerDrivenHand.
- Add a HandGrabInteractable that has a valid HandGrabPose.
- Press to grab.
- Result: the SyntheticHand snaps to the correct grab pose (position + joint curls), but the Meta Avatar hand shows different finger bends and a slight transform offset.
# Expected
- During a grab, the Meta Avatar hand should follow the SyntheticHand joint overrides exactly.
- I’m not developing a hand-tracking-only game, but rather a controller-based game that uses a Hand Model.
Therefore, it’s important that the system supports ControllerAndHand type input as well, not just hand-tracking.
# What I’ve tried
- Referred to this repo: sigmondkukla/interaction-sdk-avatars2-integration
→ It uses Meta Avatar SDK v35, and hand-tracking mode works perfectly with correct hand poses.
→ However, controller mode is not supported in that sample, so I couldn’t verify the same issue there. - Switched from OpenXR Plugin to OVR Plugin due to repeated compatibility and pose desync issues.
I’d really appreciate guidance or a minimal sample that demonstrates correct synchronization in this setup. I can share logs or a small repro project if helpful. Thank you!