// line 145 from: transform.position = pose.RootPose.Position.FromFlippedZVector3f();
transform.localPosition = pose.RootPose.Position.FromFlippedZVector3f();
// line 146 from: transform.rotation = pose.RootPose.Orientation.FromFlippedZQuatf();HandMesh.cs
transform.localRotation = pose.RootPose.Orientation.FromFlippedZQuatf();
// line 119 from: vertices = mesh.VertexPositions.FromFlippedZVector3f();
vertices = transform.InverseTransformPoint(mesh.VertexPositions.FromFlippedZVector3f());
I have been stuck in the same problem for a week now.
The hand tracking functionality is working fine in the system menu, and I can even see the guardian system when my hands are close to the boundary. I can also use other apps with hand tracking functionality.
But the app I built just don't show any hands. I changed all the configurations accordingly and tried every hand related scene. But no hand is showing up! Even if I put a cube under the LeftHandAnchor/RightHandAnchor, it's not moving with hand either. I also tried Unity 2019.2.10f1 and 2018.4.11f1. But it's the same.
I am using the V12 Oculus Integration and system software version is 126.96.36.199.469.188362039. Unfortunately I cannot update the system software. The debug canvas of HandTest showed that HandTrackingEnabled: false. This is what I saw in the headset.
I checked the AndroidManifest.xml, it has HandTracking permission there.
I am truly lost now. Help!!
I think I've finally found the reason for this bug. The hands won't render if you disable Unity Splash screen on app start... yeah. So my guess is the hand tracking system loads itself in a wrong time and does not bother to do it again if failed. I've submitted a bug report