Meta Quest 3 Multimodal: How to prevent Controller from momentarily following Hand movement? (Unity)
Hi everyone,
I am currently developing a Proof of Concept (PoC) in Unity for Meta Quest 3 where I need to use both hands and both controllers simultaneously and completely independently.
I have successfully configured the project to render both the hands and the controllers at the same time, correctly positioned in space. However, I am running into a specific visual/tracking issue:
When I move my physical hand away from a controller, the virtual controller momentarily tries to follow/snap to the hand's position before lagging behind and eventually snapping back to its actual, real-world physical position.
- My Question: Is this intended multimodal fusion behavior (algorithmic blending) or a known tracking bug?
- My Goal: I need the tracking positions of the hands and the controllers to be completely independent of each other at all times, without this "rubber-banding" or tethering effect when they separate.
Environment Setup:
- SDK Version: Unity Meta All-In-One SDK 203.0.0
- Engine: Unity
- Feature Enabled: Simultaneous Hands and Controllers (Multimodal)
Has anyone managed to completely decouple the controller tracking from the hand tracking under the new multimodal system, or is this filtering hardcoded into the runtime? Any advice on how to bypass this lag/blending via SDK settings or script would be greatly appreciated.
Thanks in advance!
