Skip to main content
New Participant
January 2, 2020

Hand tracking glitch after copying assets from HandsInteractionTrainScene and moving their position.

I copied the following assets to my own scene:
  • OVRCameraRig
  • Hands
  • InteratableToolsSDKDriver
I subsequently move all of them to another position simultaneously. After build, I can see that my hands/fingers are tracked but they are stretched to such an extent that they are unrecognizable. (Something alike to a upside down, blue spider with extremely long legs) They respond to my hand movements well and appear in the place of the OVR example I copied the assets from. My understanding is that I cannot move the Hands prefab from its position or something similar. But what is the source of the stretching?

Unity 2018.4.8f1
Oculus Integration 12.0

Kind regards

2 replies

AuroraM5Author
New Participant
January 2, 2020
I rebuilt the scene where I didn't move any of the above game objects and it worked fine. However, it's good to know that that some of them aren't supposed to be moved. 
New Participant
January 2, 2020
This happened to me on the day I tried to build hand tracking in my own game. I spawned in the hand objects, and since my character was not initially on 0,0,0, I tried to move the hands to which it caused them to do the same thing described.