I have been trying to work out how to implement the custom hands in Unity. I got it mostly working, except the hands are very buggy when moving. I tried to search through google, reading forums / watching videos but can not seem to find a solution. I did set the frames to 90 in the time settings and while that did improve it, it is still very laggy.
I'm not sure if this is a bug or not, does anyone have any info they could share?
sounds like the rotation order is wrong. similar to gimbal lock in rigging. if you have a rotation order of xyz you can choose from try a different one until you go through the list to see if that fixes it. i dont develope oculus sw so i cant test it.
Damn, I tried everything : uninstalled/installed unity, used unity 2019 - 2018, changed timestep to 1/72,...., use camera in place of ovrcamerarig : nothing works. I will try Unreal Engine... lol..
I'm currently using the asset VR STARTER KIT OCULUS QUEST on Unity asset store for my development. The developer made a great job : no bugs, readable code, new features added regularly. It's not expensive and resolves our problem, anyway. :smiley:
Unfortunatly, I, my self have not found any solution. I decided to give up my research on this one and just decided to use simple objects or the Oculus Avatar. Hopefully a fix is found soon.