Forum Discussion
thomukas1
6 years agoExplorer
Hand Tracking skeleton doesn't update
Hi, so i managed to get my hands tracked with Oculus Link inside Unity, but I noticed that, even though the mesh displays my hands correctly, the actual bones are not getting updated and my finger pointer is always off. How do I make the bones update with my hands meshes?
By the way, one weird thing. If I put a debug.log inside skeleton bones update section, the hands start tracking a bit worse and more laggy (because of millions of debug.logs) but then the bones are following my hands every frame..
Thanks for help.
By the way, one weird thing. If I put a debug.log inside skeleton bones update section, the hands start tracking a bit worse and more laggy (because of millions of debug.logs) but then the bones are following my hands every frame..
Thanks for help.
5 Replies
- thomukas1ExplorerSOLVED IT. Its because of fixed timestep. I had it set at 0.02. The lower i went, the better synchronization of mesh and collliders i achieved. I ended up using 0.01.
- matthieupoyadeExplorerThanks, you save me a headache :)
- laurisDProtege
You should not reduce your timestep, it will consume a lot of performances in your app. The best way is to changes lines 420 to 430 in OVRSkeleton.cs and use this instead :
if (capsuleGO.activeSelf)
{
capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
}
else
{
capsuleGO.SetActive(true);
capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
}
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