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uDezimiro's avatar
uDezimiro
Protege
6 months ago

Controllers and hands together. Configuration questoin

Meta Oculus supports controllers and hands together.

But I need to deny recogzite right hand (allow only controller) - I don't know how to do that!

(I still needs left hand as hand)

Sometimes if I use controller on right hand and freeze for couple seconds its unexpectedly autoswitch to hand recognition - that/s bad :(

4 Replies

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  • MetaStoreHelp's avatar
    MetaStoreHelp
    Community Manager

    Hi uDezimiro

     

    Thanks for reaching out! We can see that you want to use the right controller and the left hand. To do so, we would recommend that hand tracking is enabled in the settings:

    1. Press Meta button or Oculus button on your right Touch controller to open the universal menu.
    2. Select the clock on the left-hand side of the universal menu to open Quick settings.
    3. Select Settings.
    4. Select Movement tracking.
    5. Select the toggle next to Hand tracking to turn this feature on

            6.Ensure that hand tracking is active at all times for the left hand.

     

    If your issue persists, please send us a private message as we would need to gather further information. To do so, please select our name to get to our profile page, or click here: https://metaque.st/CommunitySupport. Next, click "Send a Message" to privately message us! Please remember, you must be signed into the community first to send us a private message.

     

    Have a great day!

    • uDezimiro's avatar
      uDezimiro
      Protege

      looks like you didn't get my problem.

      Hand tracking works! And I need it for eft hand.

      But, sometimes if I handle right controller and freeze (in MY unity application) it's switches to hand traking (even if I keep controller in hand).

      I'll show you a video https://www.youtube.com/watch?v=M7gV0CVEcPA

       

      I'm trying to avoid it using unity settings of my app. But I don't see how to avoid hand tracking right hand, but keep left hand..

  • Something that I haven't tested yet but that you could look into is removing the OVRHand component that is managing the hand tracking on your right hand from your rig

    Picture for reference as to what exactly I am referencing