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New Participant
February 13, 2026
Question

Meta building blocks should not override settings

I m using for years Meta sdk, lately wth openxr backend in Unity.

There are some main issues which I found after doing dozens of VR projects with hand tracking and other feature.

I don t know how other people are using building blocks, but BUILDING BLOCKS SHOULD NOT OVERRIDE SETTINGS, at all. I spend weeks on a project, with hands, features like poke etc, then I just want to drag a building block for the audio for example, and suddenly, things are changed in the ovr camera rig and things suddenly don t work. If for example I have in my hierarchy locomotor deactivated, it should not activate it automatically. And also other settings.

If it s a building block designed to do a thing, should only do that thing.

Also, after all these years with hand tracking and grabbing, it cannot still be so rudimentary to have so many components for one thing: grabbing an object. It shouldn t need grabbable, hand grab interactable, grab interactable to just grab an object. Then, from one update to another, you just want to move the grabbed object in a way, but scripts don t work, new ways appear, like grab free transformer, which doesn t cover all the use cases.

The structure of the camera rig is way too complicated, so many hand objects like hand anchors, hand visuals and other objects for interactions, left and right. Also, Oculus hands are still by default activated in editor, openxr hands are deactivated.

 

Over time, things should become easier to use, not harder.

 

Thank you.

2 replies

New Participant
February 13, 2026

Oh, wow!  I didn't realize Building Blocks did that.  I have to agree, silently changing settings is not the way to go.  Something more like the project setup tool would make better sense--Like an alert that appears in the inspector of the Building Block component that tells you "such and such setting needs to be changed in order for this component to work correctly" --with Apply and Ignore buttons.

New Participant
February 15, 2026

I m not saying about project settings, I m saying about the camera rig which is already in the scene.

Also, when adding a building block, it s adding a child to that object, which is very bad, that can break a specific logic of a hierarchy. For example I activate at runtime based on some logic some objects. After I add a building block, it will not work if I don t activate also the child, meaning recursively on that object.

This doesn t make sense, it s just 3 components which are added, now it s adding one script on the main object, 2 other scripts on the child. Everything should sit very well on the object itself.