I'm noticing a strange behavior when I set the rotation of the vehicle GameObject. As soon as I touch the rotation, the hand avatars stop updating their positions. In most cases they stay completely still, in some cases they start to update once every 2-3 seconds. They still respond to near touch and button/trigger presses.
I've worked around this by using two OVR CameraRigs, one that moves with the vehicle and one that doesn't. This is introducing other complications. Is there a better way to do this?
We ran into this with our vehicles, Parent the Hands to the LeftHandAnchor/RightHandAnchor I have found the controllers work way better. We then just created our own hands and parented them to that anchor
Hmm interesting idea! When I assign the hands as children of the anchors, they don't behave properly. Did you write your own Hands script? How did you work around this otherwise?
@SamanthaZero, Cyber recommended keeping the hands parented under the tracker hierarchy a while back, otherwise I think things get glitchy. I parent mine under the TrackingSpace node and this addresses world space motions for me [I'm not doing vehicle based movement however]. Maybe give this a try. I also connect the hand anchors to the TouchAnchor to the appropriate fields on each touch prefab.
-j
www.julianbutler.com
Love is a snowmobile racing across the tundra and then suddenly it flips over, pinning you underneath. At night, the ice weasels come.
We wrote our own hand script, We ran into too many problems with the existing ones. Their weird colliders always get in the way. You can rip a lot of stuff out side of that hand script.