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evgeny.oculus
9 months agoProtege
Virtual hands in ISDK has wrong position and wrist rotation in Oculus fork
When i add "MetaXRInteraction" to basic Unreal 5.5.3 everything is ok.
But when i add "MetaXRInteraction" to Oculus Fork 5.5.0 (UE demands recompile plugin) my virtual hands has:
1. Fine hand recognition (fingers)
2. Wrong hand (wrist) rotation ( left hand +30 degrees, right hand -40 degrees)
3. Wrong wrist position (different levels left hand +10 cm top right hand -5 cm bottom)
How to fix it?
4 Replies
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- MetaDevXRProtege
Did you ever figure this out? I've done the same thing. Created hand tracking project using standard Unreal 5.5.x using Meta XR plugin. Added OculusXRHands left and right to the VRSpawn, set Skeleton and Mesh Type to "Hand Right/Left" for each and it all works great - hands are oriented properly.
I recently cloned and built the UE 5.3 Oculus VR Fork to get the up to date Meta XR implementations. After the build I recreated a basic hand tracking project with the same settings as above and the hand locations and rotations are all misaligned. I could put a rotator fix on this but wondering if there's a better way?- evgeny.oculusProtege
I'm out of the PC, but solution is following.
Find dropdown list in meta or android settings. Something with "hand". one option in this list is "grip" other i don't remember. So, change this option. Write, if you found it.
- Matt.N.ProtoHonored Guest
Selecting grip fixes it? I have a project that was working last night, now this morning the rotation and position of the hands tracked to the controllers are off in unreal. Ive tracked the issue to be related to the unreal-engine-5-integration plugin, but havent found a fix yet
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