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Pointer Pose issue after update to Meta SDK V66 in Unity

immortal.ray
Honored Guest

In Unity, I've been using OVRHand.PointerPose.position to get the pointer pose position. In V65, it works as expected and gives the correct position.

I recently updated to V66 and noticed that this position is now completely wrong. There is a significant offset to the generated pointer pose gameobject. I found this by turning the pointer pose's hide flags to none.

immortalray_0-1720009698147.png

immortalray_1-1720009763757.png

As you can see in the above image, the pointer pose is somewhere else. The prefab used is OVRCameraRigInteraction and is directly dragged and dropped from Meta SDK package with no changes. Any advice on how to fix this? 

2 REPLIES 2

MikeFesta
Explorer

I had a similar issue with OVRHand.PointerPose.forward no longer facing the correct direction when migrating from the deprecated Oculus Integration (version 55, from July 2023) to the new Meta XR All-In-One SDK (version 67).

In my case, PointerPose.position was correct, but PointerPose.forward was facing random directions. I was able to fix it by setting the Pointer Pose Root in the OVR Hand script for both LeftHand and RightHand to the TrackingSpace.

Setting Pointer Pose Root to TrackingSpace fixed my issueSetting Pointer Pose Root to TrackingSpace fixed my issue

I checked the backup of my project and saw that I previously had it set to None, so maybe it just wasn't used in the same way before.

Screenshot 2024-08-12 140025.png

jakobanarkylabs
Explorer

I also had the exact same issue after upgrading from SDK v65 to v66.

It seems that now, if no 'Pointer Pose Root' is specified, the Pointer Pose game object (hidden) will now be set as a child of the Game Object with the OVRHand script (the hand prefab) - previously, it would be straight in the root of the hierarchy. And then we get a sort of double movement of the Pointer Pose, because the hand prefab is already being moved by being a child of the hand anchor. It seems a little bit like a bug to me.

But @MikeFesta's fix also worked for me 😊