Forum Discussion
Hello!
- Can you tell me if you are experiencing this on the OpenXR plugin or the OculusXR plugin?
- Did you switch to the OculusXR plugin because of this bug, or did you start experiencing this bug after you switched?
- Once you answer those questions, would you be able to provide a repro project if possible?
Thanks!
Hi, thanks for your reply!
1. On the OpenXR plugin, Hand Poses are completely broken. The joint data between the traditional Oculus Hand Pose and OpenXR Hand is quite different, so Hand Poses can’t even be used properly with the OpenXR plugin. In my current project (using the OpenXR plugin), even when switching to the OculusXR plugin, only the Synthetic Hand shows the correct Hand Pose — the Meta Avatar Hand never aligns with it during any kind of interaction (Poke, Grab, etc.).
2. I didn’t switch plugins because of a specific bug; rather, I moved to the OpenXR plugin since Meta officially recommends it for ongoing projects. Therefore, I’d really like to have Meta Avatar Hand Poses working correctly under OpenXR.
3. You don’t really need my repo to reproduce the issue — it can be replicated simply by using OpenXR Plugin, Meta Avatar SDK v40.0.1, and Meta Interaction SDK v78 together.
For reference, in the OpenXR environment, the Sample Input Manager only works when combined with OVR Manager, which I wanted to avoid — so I implemented a custom Input Manager instead. (I noticed most Meta samples use OVR Manager together with XR Origin, so if that’s still the recommended approach, I’d appreciate clarification.)
Even when testing with the Sample Input Manager, the Hand Pose didn’t work properly — only the Hand position matched the Hand Grab Pose, but the finger pose did not.
Additionally, I’d appreciate your recommendation on which Meta Avatar Input Manager setup works best in OpenXR environments.
Thanks again for your time and support!
- VirtuallyARealDinosaur5 months agoCommunity Manager
Are you using the OvrAvatarManager? I was told that It is a requirement not an option.
Are you using the OpenXR plugin directly withyour own input implementation, or are you using OpenXR with OvrPlugin together? For OpenXR environment to work, the avatar SDK needs both the OpenXR and the OvrPlugin.teller.0628 wrote:
You don’t really need my repo to reproduce the issue — it can be replicated simply by using OpenXR Plugin, Meta Avatar SDK v40.0.1, and Meta Interaction SDK v78 together.
We don't need your project to repro, just requesting a simple one that demonstrates the issue.
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