Meta building blocks should not override settings
I m using for years Meta sdk, lately wth openxr backend in Unity.
There are some main issues which I found after doing dozens of VR projects with hand tracking and other feature.
I don t know how other people are using building blocks, but BUILDING BLOCKS SHOULD NOT OVERRIDE SETTINGS, at all. I spend weeks on a project, with hands, features like poke etc, then I just want to drag a building block for the audio for example, and suddenly, things are changed in the ovr camera rig and things suddenly don t work. If for example I have in my hierarchy locomotor deactivated, it should not activate it automatically. And also other settings.
If it s a building block designed to do a thing, should only do that thing.
Also, after all these years with hand tracking and grabbing, it cannot still be so rudimentary to have so many components for one thing: grabbing an object. It shouldn t need grabbable, hand grab interactable, grab interactable to just grab an object. Then, from one update to another, you just want to move the grabbed object in a way, but scripts don t work, new ways appear, like grab free transformer, which doesn t cover all the use cases.
The structure of the camera rig is way too complicated, so many hand objects like hand anchors, hand visuals and other objects for interactions, left and right. Also, Oculus hands are still by default activated in editor, openxr hands are deactivated.
Over time, things should become easier to use, not harder.
Thank you.