Forum Discussion
TheDaddis
2 years agoStart Partner
v62 ControllerDrivenHands broken?
Hello,
I just updated to SDK v62, and after a little bit of confusion on where to get the samples (find them in the 'Samples' tab, for each package in the Package Manager window - it then adds them to Assets/, not Packages/), it seems that I can't get my controller-driven hands to show up.
At first I thought I was using the prefab wrong, but even if I open the official TouchGrabExamples scene, while hand-tracking works fine, if I pick up my controllers, the hand models do not appear. I have got "Controller Driven Hand Poses Type" set to "Natural" in the OVRCameraRig (the default setting in this sample).
It looks like the mesh renderer for the synthetic hands in the OVRControllerDrivenHands never gets enabled.
I'm using Unity 2022.3.14f1, testing over Quest Link. Am I missing something? If not, will it be fixed in v63?
27 Replies
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- JayembyHonored Guest
I'm literally just trying to make a simple app with controller-driven hands or synthetic hands or controllerhands or whatever meta calls it and I cannot seem to. I tried the building blocks, adding controllers, and setting the display to "hands" on both (after setting "conform to controllers" for controller-driven hand poses type) and that just shows two broken right controllers in both hands...
- TheDaddisStart Partner
I tried making a build on a punt and then the hands do actually show up, so the problem (for me at least) does seem to be limited to in-editor and using Quest Link (but that's still quite a problem).
In your case, can you start with the TouchGrabExamples scene and work backwards?
- E.n.g.1.n.e.e.rExplorer
Indeed, it seems to ne broken. Did not work for ne either with the old OVR integration example, nor manual setup, nor building Blocks. But of you make a build, it works. Unfortunately the simultanious hand and Controller tracking only works over link....not in the build. Very annoying and time consuming.
- TheDaddisStart Partner
I think so. I'm on Runtime Version 62.0.0.235.346.
- Even.9972Explorer
Stop control the service and the requirements are not working more often.Get 3 times a year to get used by a job farmers in my own way of use for the vitis please delete platform of request.
- seahound.gamesHonored Guest
Has anyone had any success with this? I'm unable to see or use controllers in the HandGrab or TrouchGrab example scenes, whether through Link or an actual build.
- rineksoSimsonExplorer
me too man, still stuck, and I just downgrade the package. I hate to do that.
- DNightOwlHonored Guest
I managed to make the OVRControllerDrivenHands work but am not sure if its the right way to do it
- Brenton.LinHonored Guest
What did you end up having to do to get your current version to work? I've also been tweaking OVRControllerDrivenHands to try and get this feature working again.
- DNightOwlHonored Guest
if you check the HandDataRig of any hand under OVRControllerDrivenHands
you can notice the OVR hand instance is missing (even tho it said "Generated if missing" I don't think it's true)
 so under the CameraRig > TrackingSpace
if you got a RightOVRHand just drag it and use itOtherwise you should add the component OVR Hand manualy, I did that on the hands directly, then drag them to the OVR hand reference and it works just the same
for the configuration I put all the show State to always
For RightOVRHand
and for HandDataRight
for the OVR Manage in my CameraRig , the same I put Controller Driven Hand Poses Type to Natural
- dev.x.sandraProtege
Hey guys,
I'm encountering the same problem. The ControllerDrivenHands are not working for me in the Untiy editor. I can only see the controllers and not the synthetic hands (ControllerDrivenHand Poses Type: conforming to controller). They show up fine in the builds, but that makes debugging anything interaction related very hard and increases development time a lot.
I have tried quite a few setups already to try to find out what causes this, but no luck so far. I have tested different link cables and Quest devices to check if this is hardware related. I have setup new, clean projects with only the Meta All-In-One SDK and testing the sample scenes with different Unity Versions (2021.3.33f, 2022.3.15f, 2022.3.26f, 2023.2.20f) which also made no difference to the outcome. Also tested SDK Version v62 and v64.As far as I could tell the SkinnedMeshRenderer of the Synthetic Hands for the ControllerDrivenHands stays disabled, even though it should be activated. It only ever gets enabled when switching to Handtracking and the SkinnedMeshRenderer for the Synthetic Hands of the OVRHands also gets enabled.
The suggested solution from DNightOwl also did not work for me.
Any help regarding this would be much appreciated. - Lanzelot108Explorer
I am using SDK 64 and it seems to be stil the same problem. Can get no controller-driven hands at all. Neither in build nor in editor.
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