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October 4, 2019

Custom Hands aren't as smooth as other games and main Oculus environment

Downloaded the Oculus Integration package, and tested the hand prefabs in the default scene with the recommended quality settings. However, the hands still seem to be a little shaky compared to released Unity apps I've tried and the main Oculus environment. Anyone know how to fix this?
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    14 replies

    October 28, 2019
    Solution:

    I realized the problem was a combination of real-time lighting with the solution being lighting/shader optimization. I don't consider myself a Unity lighting expert, so there are probably other optimizations, but I just used baked lighting when I could, got rid of some real-time lights, and for other objects used Mobile and Oculus shaders. It took some experimenting to get right.
    New Participant
    October 30, 2019
    @bebop_dev Thanks for keeping us updated on your solutions. Are you using LWRP with 2019.2.x or are you using the standard pipeline?
    Up and Coming
    November 13, 2019
    For anyone who might find a Youtube video on this useful...

    I've also detailed a step-by-step method which worked for me, at getting rid of the jittering/stuttering hands issue. My user privileges won't allow me to post the link in forum but its on youtube as "Oculus Unity Custom Hands Jitter Stutter SOLVED" or head to the Youtube address in screenshot below.
    New Participant
    May 26, 2023

    I have the exact same problem:(