Forum Discussion
paperli
5 years agoHonored Guest
Skeleton physical colliders pose not updated during hand tracking
I run the HandsInteractionTrainScene in Quest with Unity, and find that the skeleton physical colliders are not updated with hand tracking pose. I only turn on the Render Physics Capsules and allow Ha...
- 5 years agoI found a fix. Change below lines in OVRSkeleton.cs,
to this:if (capsuleGO.activeSelf)
{
capsule.CapsuleRigidbody.MovePosition(bone.position);
capsule.CapsuleRigidbody.MovePosition(bone.rotation);
}
else
{
capsuleGO.SetActive(true);
capsule.CapsuleRigidbody.position = bone.position;
capsule.CapsuleRigidbody.rotation = bone.rotation;}
Looks like assigning position and rotation to the rigid body doesn’t work at all.if (capsuleGO.activeSelf)
{
capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
}
else
{
capsuleGO.SetActive(true);
capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
}
Since the OVRSkeleton is the part of sdk, it will be better if Oculus fixes it in its Oculus Integration package.
Anonymous
5 years agoNot applicable
This fixes a similar problem I was having, thank you!!
In my situation I created a spaceship with a control touchscreen console for navigation. Those buttons would then add a force to the spaceships rigidbody. This was causing the capsule colliders on the skeleton to move off of the hand. I've been trying to fix this for awhile. Thanks again!!
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 1 year ago
- 1 year ago
- 4 years ago