Forum Discussion
Fangh
6 years agoExplorer
[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
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
- FanghExplorerOn solution seems to go to Edit>Project Setting>Time and change Fixed Timestep to 0.005 and Maximum Allowed Timestep to 0.05.
as described here : https://forums.oculusvr.com/developer/discussion/86423/hand-physics-capsules-not-following-the-fingers#latest
But this seems dangerous. Also why when Fixed Timestep is to 0.05 it does not work AT ALL (I mean, not 10x slower as we could expected) ? - Jazzy53ExplorerI seen your project video and screenshot. Its looking great.
- Andrew55cHonored GuestHave you found a fix for this? Having the same issue :\
- insominxExplorerI'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! - raytsang1120ExplorerI 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);
}- MDwornikowskiExplorer
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
- MDwornikowskiExplorer
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.techExplorer
I confirm that, as of Jan 2022, this problem still happens and the provided solution still works! Thanks a lot!
- xml1324Honored Guest
raytsang1120 said:
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!! - marcin.dwornikowskiExplorer
And Btw this issue [this thread's] is still there even now, when Hand Tracking v2 is out and the quickfix works
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