Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
Oloap.92's avatar
Oloap.92
Protege
2 years ago

Meta Avatar Hands Not Tracking

I made an Unity VR project using the Oculus Integration plugin and the OVR Avatar2 sdk.
Sometimes, in build, the hands/arms of the avatar puppet don't follow the controllers pose.
The controller still work, because it's possible pointing, teleporting, but the hands remain dandling, down, aside the body. Only the hands are affected by that, the head still works fine.
I am not using the hand tracking, but only the controllers. 

Anyone had same issue?

2 Replies

Replies have been turned off for this discussion
  • Hi, I know this is an old thread, but any chance you figured out what was causing this? I'm running into the same issue.

  • I just found out that the script SampleInputTrackingDelegate sets the inputTrackingState of the left and the right controllers to false. In details, this happens inside the method GetRawInputTrackingState, at this code lines:

     

    bool leftControllerActive = false;
    bool rightControllerActive = false;
    if (OVRInput.GetActiveController() != OVRInput.Controller.Hands)
    {
      leftControllerActive = 
      OVRInput.GetControllerOrientationTracked(OVRInput.Controller.LTouch);
      rightControllerActive = 
      OVRInput.GetControllerOrientationTracked(OVRInput.Controller.RTouch);
    }

     

     

    The  logic does not enter this block of code randomly, because the OVRInput.GetActiveController() method return Hands controller, despite the hand tracking hasn't been enabled. Therefore, controllers active state is set to false below.

     

    inputTrackingState.leftControllerActive = leftControllerActive;
    inputTrackingState.rightControllerActive = rightControllerActive;

     

     

    A possible quick workaround is to force these values to be always true, but I am not quite sure if this might have side effects.