Why do Unity VR Oculus interactables cease to function when hand tracking is temporarily lost?
I'm currently working on a project in Unity using the Oculus Integration package for Oculus Quest 2. The project involves hand tracking and interactions with various grabbable objects, such as knobs and a throttle.
I've encountered an issue where, if I briefly lose hand tracking while actively interacting with a grabbable (e.g., by covering the Quest 2's cameras with my other hand while moving the throttle), all grabbable objects and poke interactables in the scene stop functioning entirely. The hand tracking itself seems to work fine when tracking is regained, but I'm unable to interact with any grabbable objects thereafter.
I suspect that the interaction scripts might not be handling the hand tracking interruption correctly. Ideally, when hand tracking is lost and then regained, the grabbable objects should still be interactable.
Has anyone else experienced a similar problem or have any insights into how I could address this issue? I've searched through the Oculus and Unity forums but couldn't find a solution. Could it be a bug? Any help or guidance would be greatly appreciated! If you need additional code snippets or details, please let me know. Thanks!
