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Fangh's avatar
Fangh
Explorer
6 years ago

[Hand Tracking] FingerTipPokeTool Index does not follow my index

Hello everyone.
I created a simple scene with some hand tracking and added a "Interactable Tool Creator".
It creates some finger tip poke so I can interact with buttons but the tip does not follow my index finger tips.
Here is a video recorded on the Oculus Quest and a screenshot of my project scene.

Video : https://imgur.com/a/snM3ms6






12 Replies

  • I seen your project video and screenshot. Its looking great.
  • I'm still getting this.  In FingerTipPokeTool.cs I see the following suspicious comment:
    // NOTE: use time settings 0.0111111/0.02 to make collisions work correctly!
  • I fixed this issue by adding 2 lines here:

    OVRSkeleton.cs
    private void FixedUpdate()
    ...
    if (capsuleGO.activeSelf)
    {
    capsuleGO.SetActive(false);                  //Added by Raymond Tsang
    capsuleGO.SetActive(true);                  //Added by Raymond Tsang
    capsule.CapsuleRigidbody.MovePosition(bone.position);
    capsule.CapsuleRigidbody.MoveRotation(bone.rotation);
    }
    • MDwornikowski's avatar
      MDwornikowski
      Explorer

      Apparently, if you edit oculus integtations code, hands will stop rendering on build, but will work with quest link. And even if you get the script back to a previous state or delete the whole Oculus folder and reimport new plugin again - it still won't render. The only solution I found is to make a new project and reimport all the assets. So I would not edit their scripts. I wasted 3 days looking for a solution. Thanks facebook dev team for ever mentioning that hand tracking will loose access if someone tries to fix your code

      • MDwornikowski's avatar
        MDwornikowski
        Explorer

        Update: ok, very cool. My life is a joke. The cause was different. Hand tracking won't load if you disable unity splash screen :)))) Why did I choose this career path. I will file a bug report if there's any energy left in me to spend on this

    • hotlabs.tech's avatar
      hotlabs.tech
      Explorer

      I confirm that, as of Jan 2022, this problem still happens and the provided solution still works! Thanks a lot! 

  • xml1324's avatar
    xml1324
    Honored Guest


    I fixed this issue by adding 2 lines here:

    OVRSkeleton.cs
    private void FixedUpdate()
    ...
    if (capsuleGO.activeSelf)
    {
    capsuleGO.SetActive(false);                  //Added by Raymond Tsang
    capsuleGO.SetActive(true);                  //Added by Raymond Tsang
    capsule.CapsuleRigidbody.MovePosition(bone.position);
    capsule.CapsuleRigidbody.MoveRotation(bone.rotation);
    }


     This worked perfectly for me! Thank you so much!!
  • And Btw this issue [this thread's] is still there even now, when Hand Tracking v2 is out and the quickfix works