I keep having extremely large values coming from the
StandardVelocityCalculator that don't make sense with how the hand is
moved. At first i thought it was tangential velocity influence, but
turning that down still showed issues. However these issues...
I just updated from v40 to v42 of the interaction SDK, and noticed that
hover events no longer work as expected. Instead, when an object is
grabbed, a hover event is triggered followed by a select event in the
next frame. This prevents any custom hov...
The description on how to use HandWristOffsetUndoWizard is really
confusing. What object am I setting for Wrist offset? Has anyone had
success in updating their HandGrabPose objects?
I'm trying to detect a system "recenter" event for our game.
OVRPlugin.GetLocalTrackingSpaceRecenterCount seems to work when using
controllers, but doesn't change at all when recentering using the hand
tracking menu. From some light debugging, it see...
Ever since Integration SDK 37.0, whenever running a game in-editor,
after rendering a few frames (less than 20) of the game scene, the
entire player will freeze up, sometimes for a full minute. Occasionally
it's so bad I have to force restart unity. ...
I do also use a nullable for the last tracked pose, so if there's any
loss in tracking, it'll set it to null and won't use it to calculate the
velocity when tracking reconnects
I'm going ahead and linking the other issue here for
helpfulness:https://communityforums.atmeta.com/t5/Unity-VR-Development/Controllers-not-tracking-in-Quest-build/td-p/1062310