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Up and Coming
April 18, 2019

Weird tracking issues with Custom Hands + OVRPlayerController

yo,

I can't seem to get the custom hands to work properly with the OVRPlayerController.

The Hands seem to follow the rotation of the headset, but compounded by a factor.
Is this related to the "Unity
has a known issue such that parenting one VR camera to another will
compound tracking twice. As a workaround, make them siblings in the
GameObject hierarchy." issue?

There's no way I can unparent the OVRPlayerController and the OVRCameraRig without the controller breaking.

How the heck are you supposed to use the player controller with custom hands? I don't want to use the avatar hands as I'm replacing them with different models.

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    2 replies

    Honored Contributor
    October 2, 2019
    I'm getting exactly the same problem. Did you ever find a solution? Thanks.
    Corysia
    Up and Coming
    October 2, 2019
    I couldn't get Custom Hands or LocalAvatarWithGrab to work right, which is why I went the direction I did with my Example project.  I think if I were to add distance grab or anything else, I would only look at the scripts and stay away from the prefabs.
    VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example