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Iseldiera
2 years agoProtege
How to make Meta Hand Tracking continue while scene is in Pause Mode
Hello everyone,
I have a new project in Unity 6 using the Meta Interaction SDK ver 69. I implemented a pause / resume button in my scene where the player can use a pokeinteractable button and pause the game, which brings up another canvas with an unpause button and other paused-time functionalities.
The pausing depends on Time.timeScale = 0; which is also used by the SDK hand tracking. The options presented by GPT was to either write a custom script for an unscaled time tracking of hand tracking (which I do not want to implement) or using the Time.timeScale only for the elements that I want paused (which is everything else other than the hand tracking.)
My search on the online communities resulted in one thread where one guy says the Hands have the "run when paused" option, which I could not find in any of the Meta SDK components.
I would be grateful if anyone knows a straightforward way to keep the hands tracked while everything else is paused.
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- IseldieraProtege
For a simple pause screen where you cannot do anything else, you can stop unity from frame submitting.
Application.targetFrameRate:
This property within Unity's Application class allows you to control the desired frame rate of your game.
Setting to 0:
By assigning a value of 0 to "targetFrameRate," you're instructing Unity to not render any frames, effectively pausing the game.
For a pause menu where interaction still happens with that menu while "background" is frozen, I think you will need one of the approaches I outlined above..
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