killwish
17 days agoHonored Guest
Meta Avatars Hands gripping controllers look unnatural. How to fix in Unity?
Hey everyone,
I’m working on a VR multiplayer project using Meta Avatars with Photon Fusion and Meta XR Building Blocks in Unity, and I’ve run into an issue with hand realism.
Current Setup:
- Using Meta XR SDK (Building Blocks)
- Avatar spawned via Networked Avatar (Fusion)
- AvatarSDK → OvrAvatarEntity + Sample Input Manager (Standalone mode)
- OVR Camera Rig assigned correctly
- Controllers tracked and avatar loads fine
Problem:
- Avatar hands appear and track correctly
- But grip looks unnatural — like the controllers are “stuck” to the hands
- Fingers don’t wrap properly around the controller
- No subtle finger behavior (like index resting on trigger or thumb on joystick)
- Looks very different from Meta Quest Home environment
What I’ve Tried:
- Assigning OVR Camera Rig to Sample Input Manager
- Switching Body Tracking Mode to Standalone
- Trying OvrAvatarCustomHandPose (but skeleton is runtime-generated, tricky to bind)
- Adjusting controller transforms manually
- Testing OVRInput values (trigger, grip, touch — they work)
Questions:
- How do you achieve realistic controller grip with Meta Avatars?
- Are there any recommended workflows or examples for “Meta Home–level” hand realism?
Would really appreciate any guidance, sample setups, or best practices 🙏
Thanks!