I solved this in a different way. I needed to know which hand was
grabbing the object, not just if it was grabbed. There is a property on
the HandGrabInteractable called Interactors that populates with which
interactors are grabbing it. So, I added t...
UPDATE: I did end up trying the Native Audio solution in Unity (in no
way affiliated with them btw) and on Android it has significantly
reduced the latency and made the VR instruments feel more "natural". The
latency is now more akin to an electronic...
I am working on a percussion app for Rift and Quest and am also noticing
a latency that is going to be unacceptable for any trained drummer
end-user, as only slower notes feel ok. I added some haptic feedback to
the "strike" and there is a noticeable...
I found a solution. You have to update the Vector3 property called
'center' in the CharacterController component of your
OVRPlayerController. I am now able to walk in the real world and fall
off of a cube :smile: Let me know if it works or you guys h...