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hotlabs.tech
4 years agoExplorer
[Hands Tracking] Interactable tools not working with custom hands
I'm using the Oculus Hands demo scene for hands tracking (HandsInteractionTrainScene) and it works correctly. However when I try to replace the default hands with custom hands following the process :
- Disable left OVRHandPrefab
- Disable right OVRHandPrefab
- Disable Left OVRControllerPrefab
- Disable Right OVRControllerPrefab
- Add OVRCustomHandPrefab_L OVRCustomHandPrefab_R
- Replace in HandsManager the default references to left and right hands prefab with the new OVRCustomHandPrefab_L & OVRCustomHandPrefab_R
I can see the custom hands working fine but the FingerTipPokeTools and the RayTool do not appear and therefore I cannot interact with the Buttons or other interactables in the scene. 😡
What am I missing? Please refer to the screenshots for additional details
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- hotlabs.techExplorer
After several hours of painful debugging I might have found what's the problem:
Cause- custom hands prefabs don’t have a OVRMesh component like the defaults hands prefab
- this makes the HandsManager.cs:IsInitialized() method return false
- this makes the InteractibleToolsCreator.cs: AttachToolsToHands() hang in an infinite loop
Solution
Access the HandsManager.cs script and add a public variable:
[SerializeField] bool _useCustomHands;Then update the IsInizialised() method at line 248:
public bool IsInitialized () { if (_useCustomHands) { return LeftHandSkeleton && LeftHandSkeleton.IsInitialized && RightHandSkeleton && RightHandSkeleton.IsInitialized; } return LeftHandSkeleton && LeftHandSkeleton.IsInitialized && RightHandSkeleton && RightHandSkeleton.IsInitialized && LeftHandMesh && LeftHandMesh.IsInitialized && RightHandMesh && RightHandMesh.IsInitialized; }
Please let me know if you find an easier solution. In any case, I hope this will save some time for other people experiencing the same issue.
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