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Pathsys's avatar
Pathsys
Explorer
2 years ago
Solved

Why do Unity VR Oculus interactables cease to function when hand tracking is temporarily lost?

I'm currently working on a project in Unity using the Oculus Integration package for Oculus Quest 2. The project involves hand tracking and interactions with various grabbable objects, such as knobs and a throttle.

I've encountered an issue where, if I briefly lose hand tracking while actively interacting with a grabbable (e.g., by covering the Quest 2's cameras with my other hand while moving the throttle), all grabbable objects and poke interactables in the scene stop functioning entirely. The hand tracking itself seems to work fine when tracking is regained, but I'm unable to interact with any grabbable objects thereafter.

I suspect that the interaction scripts might not be handling the hand tracking interruption correctly. Ideally, when hand tracking is lost and then regained, the grabbable objects should still be interactable.

Has anyone else experienced a similar problem or have any insights into how I could address this issue? I've searched through the Oculus and Unity forums but couldn't find a solution. Could it be a bug? Any help or guidance would be greatly appreciated! If you need additional code snippets or details, please let me know. Thanks!

  • For anyone looking at this stumped in the future: This only happens when running over the link cable in the Unity Editor. Building the app fixes this issue.

5 Replies

  • Hello,

    The issue with Unity VR Oculus interactables ceasing to function when hand tracking is temporarily lost might be related to how the interaction scripts handle interruptions in hand tracking. When hand tracking is lost, the scripts might not properly reset the state of the grabbable objects, leading to them becoming unresponsive. To address this, implement a fallback mechanism to handle tracking loss, temporarily disable interaction scripts during the interruption, and ensure grabbable objects reset their state when tracking is regained.

    For more insights and specific solutions to your Unity VR Oculus project, I recommend visiting relevant forums or communities, such as the Unity Developer Community and Oculus Developer Forums. Additionally, consider reaching out to professional VR developers, as they might have encountered similar issues and can provide valuable guidance. By combining online resources with the expertise of experienced developers, you can find effective solutions to make your project's interactions more robust and seamless.

    • Pathsys's avatar
      Pathsys
      Explorer

      Why is a bot advertising an Auto Detailer responding to this?

      • Cookies-N-Scream's avatar
        Cookies-N-Scream
        Retired Support

        I went ahead and removed that part about the detailers, since it wasn't in line with the Forum Rules. The rest seemed solid enough to leave as-is.

  • For anyone looking at this stumped in the future: This only happens when running over the link cable in the Unity Editor. Building the app fixes this issue.