[Interaction SDK] Hand Visual mismatch if rig was moved
Hey,
I wanted to implement locomotion for controllers and hands. While the locomotion works fine with controllers, the hands do not move correctly.
I am using the rig included in the SDK used in the samples scene:
("HandVisual" and "HandSynthetic" behave the same, I tried both)
When moving or rotating the rig the colliders and pointer pos etc. are all correct, but the visual moves faster than the rig itself. For example: if I move the rig 0.3 in the Z direction, the hands look like they are at 0.6 in Z direction.
You can see this behavior in this image:
The settings of the hand visual script are the default ones:
Changing them completely breaks the hand position (they are stuck at 0,0,0) and only the fingers are updated.
Maybe someone can help me with this.
SDK Version: v37 for Unity
