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Participant
February 8, 2020

Hand Tracking skeleton doesn't update

Hi, so i managed to get my hands tracked with Oculus Link inside Unity, but I noticed that, even though the mesh displays my hands correctly, the actual bones are not getting updated and my finger pointer is always off. How do I make the bones update with my hands meshes? 

By the way, one weird thing. If I put a debug.log inside skeleton bones update section, the hands start tracking a bit worse and more laggy (because of millions of debug.logs) but then the bones are following my hands every frame..

Thanks for help.

    5 replies

    thomukas1Author
    Participant
    February 8, 2020
    SOLVED IT. Its because of fixed timestep. I had it set at 0.02. The lower i went, the better synchronization of mesh and collliders i achieved. I ended up using 0.01.
    Participant
    February 16, 2020
    Thanks, you save me a headache  :)
    Participant
    June 22, 2021

    You should not reduce your timestep, it will consume a lot of performances in your app. The best way is to changes lines 420 to 430 in OVRSkeleton.cs and use this instead : 

    if (capsuleGO.activeSelf)
    {
    capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
    capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
    }
    else
    {
    capsuleGO.SetActive(true);
    capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
    capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
    }

    June 25, 2021

    Ohh, wow. It works. Thanks!