Hand mesh vs joint locations flipped
I've written an oculus hand tracking plugin for unity openxr,
In it I call xrcreateHandTrackerEXT with right and left handles.
The mesh I get back is for the correct hand, but when I call locatejoints, I get the joints for the opposite hand, i.e. the left handle gets the right hand positions. Am I doing something stupid or is this broken?
XrHandTrackerCreateInfoEXT lh_create = new XrHandTrackerCreateInfoEXT(1);
XrHandTrackerCreateInfoEXT rh_create = new XrHandTrackerCreateInfoEXT(2);
int retVal=0;
retVal = GetInstanceProc<Type_xrCreateHandTrackerEXT>("xrCreateHandTrackerEXT")(curr_session, rh_create, out handle_right);
if(retVal!=0)
{
Debug.Log("Couldn't open right hand tracker: Error "+retVal);
return;
}
retVal = GetInstanceProc<Type_xrCreateHandTrackerEXT>("xrCreateHandTrackerEXT")(curr_session, lh_create, out handle_left);
if(retVal!=0)
{
Debug.Log("Couldn't open left hand tracker: Error "+retVal);
return;
}
