Forum Discussion

Sparkett3's avatar
Sparkett3
Protege
3 years ago
Solved

TransformRecognizerActiveState is never activating

I haven't been able to get a Transform Recognizer Active State to register as active. I have no issues with Shape Recognizer Active State. Are there any additional steps that are required in order to get a TransformRecognizerActiveState to work? I have also examined it with an Active State Debug Tree UI and it confirms that the shape recognizer is activating but not the transform recognizer.

 

Here is my component setup:

 

Can anyone see or guess what I might be doing wrong?

  • Never mind; I figured it out. In case anyone else has the same issue, what fixed it for me was going to OVRCameraRig→OVRInteraction→OVRHands→LeftHand→HandFeatures, and setting the "Tracking To World Transformer" property on the Transform Feature State Provider component to the OVRInteraction object. Then I did the same thing for RightHand.

4 Replies

  • Never mind; I figured it out. In case anyone else has the same issue, what fixed it for me was going to OVRCameraRig→OVRInteraction→OVRHands→LeftHand→HandFeatures, and setting the "Tracking To World Transformer" property on the Transform Feature State Provider component to the OVRInteraction object. Then I did the same thing for RightHand.

  • WolfM42's avatar
    WolfM42
    Honored Guest
    The subject is a little old now, but I came across the same problem then while doing my research I only came across this topic, so I'm sharing my solution here!
     
    The tutorials that I found online often do not mention it for the new version of Meta XR (I use Unity LTS version of Unity 2022.3.27f1), but it is necessary to specify the new parameter named "Transform Feature State Provider" for the "Transform Recognizer Active State (Script)" component to work correctly.
     
    To do this, you must add the "transform feature state provider" component to each hand of the hierarchy as follows, leaving the script parameters as default. The hierarchy may be slightly different depending on the Meta XR prefab used, but here is what it looks like for me (OVRCameraRig > OVRInteractionComprehensive > OVRHands > LeftHand > HandFeaturesLeft):
     The OVRCameraRig hierarchy
    Then simply add the “transform feature state provider” component to each hand as follows:
    Added the “transform feature state provider” component
     
    Then reference the HandFeaturesLeft or HandFeaturesRight objects in the “Transform Feature State Provider” component as follows:
    Added reference to the GameObject (HandFeaturesLeft or HandFeaturesRight) containing the "transform feature state provider" component.
    Hope this will help other people who have the same problem.