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gkapellmann's avatar
gkapellmann
Honored Guest
6 years ago

Hand physics Capsules not following the fingers

Hello, 

So I have a working project with the new version 13, when I tick "Enable Physics Capsules" in OVR Skeleton script, inside the OVRHandPrefab, the capsules behave wired.

So, as soon as the hands are detected, the capsules appear basically at the tip of the selected fingers (this, through the InteractableToolsSDKDriver, and the InteractableToolsCreator script), but as soon as I move my fingers, the position of the capsules remain the same, it doesnt update the position in relation to the finger, but it travels with the whole hand. I wonder if there is a bug regarding the attached parent?

Then, if I hide the hands, as soon as they appear again the capsules appear in the correct position of the finger tip, just to stay there again when the finger moves.

I am guessing this is not the desired behavior, right?

Thank you!

22 Replies

  • Lemfn64's avatar
    Lemfn64
    Honored Guest
    Hi, I tried this fix and even added a Debug.Log to the update loop of skeletonRenderer and the OVRskeleton and the capsules still don't move. I have even decreased the fixed time step to 0.0005 and the max time step to 0.005 but still no movement of the capsules. Any other ideas?
  • Hmmmm.... it actually fixes the problem, but then, what are the implications? Is the fixed update too slow originally to move the rigidbody? 
  • KLoOonal's avatar
    KLoOonal
    Honored Guest
    There is a work around for this issue.  You can go to Edit>Project Setting>Time  and change Fixed Timestep to 0.005 and Maximum Allowed Timestep  to 0.05  .  then everything work fine in sample scene

    It probably screw up your project more if you use a lot of fixed update in the project. 


  • Same problem here. There does not seem to have such issue on the video tutorial. Anyone?