Solved
I found a fix. Change below lines in OVRSkeleton.cs,
Since the OVRSkeleton is the part of sdk, it will be better if Oculus fixes it in its Oculus Integration package.
to this:if (capsuleGO.activeSelf)
{
capsule.CapsuleRigidbody.MovePosition(bone.position);
capsule.CapsuleRigidbody.MovePosition(bone.rotation);
}
else
{
capsuleGO.SetActive(true);
capsule.CapsuleRigidbody.position = bone.position;
capsule.CapsuleRigidbody.rotation = bone.rotation;}
if (capsuleGO.activeSelf)
{
capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
}
else
{
capsuleGO.SetActive(true);
capsule.CapsuleRigidbody.gameObject.transform.position = bone.position;
capsule.CapsuleRigidbody.gameObject.transform.rotation = bone.rotation;
}Looks like assigning position and rotation to the rigid body doesn’t work at all.Since the OVRSkeleton is the part of sdk, it will be better if Oculus fixes it in its Oculus Integration package.
