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New Participant
February 13, 2020

Hand physics Capsules not following the fingers

Hello, 

So I have a working project with the new version 13, when I tick "Enable Physics Capsules" in OVR Skeleton script, inside the OVRHandPrefab, the capsules behave wired.

So, as soon as the hands are detected, the capsules appear basically at the tip of the selected fingers (this, through the InteractableToolsSDKDriver, and the InteractableToolsCreator script), but as soon as I move my fingers, the position of the capsules remain the same, it doesnt update the position in relation to the finger, but it travels with the whole hand. I wonder if there is a bug regarding the attached parent?

Then, if I hide the hands, as soon as they appear again the capsules appear in the correct position of the finger tip, just to stay there again when the finger moves.

I am guessing this is not the desired behavior, right?

Thank you!

22 replies

New Participant
February 14, 2020
Same problem, have you found any solutions?
Participant
February 15, 2020
Same problem here. There does not seem to have such issue on the video tutorial. Anyone?
New Participant
February 16, 2020
There is a work around for this issue.  You can go to Edit>Project Setting>Time  and change Fixed Timestep to 0.005 and Maximum Allowed Timestep  to 0.05  .  then everything work fine in sample scene

It probably screw up your project more if you use a lot of fixed update in the project. 


Participant
February 16, 2020
@ KloOonal, it does not seem to work, at least for me.
Participant
February 16, 2020
New Participant
February 17, 2020
Hmmmm.... it actually fixes the problem, but then, what are the implications? Is the fixed update too slow originally to move the rigidbody? 
New Participant
February 27, 2020
Hi, I tried this fix and even added a Debug.Log to the update loop of skeletonRenderer and the OVRskeleton and the capsules still don't move. I have even decreased the fixed time step to 0.0005 and the max time step to 0.005 but still no movement of the capsules. Any other ideas?
New Participant
February 27, 2020
I solved it by using the trains scene OVR Camara and Hands Manger. if after modifying your time step your bone capsules don't move try just using those two prefabs. 
Participant
July 24, 2020
I have the same problem and tried changing fixedupdate time but didn't work. Any solution? 
New Participant
September 7, 2020
I fixed this issue by adding 2 lines here:

OVRSkeleton.cs
private void FixedUpdate()
...
if (capsuleGO.activeSelf)
{
capsuleGO.SetActive(false);                  //Added by Raymond Tsang
capsuleGO.SetActive(true);                  //Added by Raymond Tsang
capsule.CapsuleRigidbody.MovePosition(bone.position);
capsule.CapsuleRigidbody.MoveRotation(bone.rotation);
}
New Participant
April 4, 2022

Thanks so much for the fix. Could have easily wasted hours on this. And why is this not fixed in 2022 still??!