03-01-2024 07:07 AM
Hello,
I just updated to SDK v62, and after a little bit of confusion on where to get the samples (find them in the 'Samples' tab, for each package in the Package Manager window - it then adds them to Assets/, not Packages/), it seems that I can't get my controller-driven hands to show up.
At first I thought I was using the prefab wrong, but even if I open the official TouchGrabExamples scene, while hand-tracking works fine, if I pick up my controllers, the hand models do not appear. I have got "Controller Driven Hand Poses Type" set to "Natural" in the OVRCameraRig (the default setting in this sample).
It looks like the mesh renderer for the synthetic hands in the OVRControllerDrivenHands never gets enabled.
I'm using Unity 2022.3.14f1, testing over Quest Link. Am I missing something? If not, will it be fixed in v63?
04-09-2024 06:20 AM
if you check the HandDataRig of any hand under OVRControllerDrivenHands
you can notice the OVR hand instance is missing (even tho it said "Generated if missing" I don't think it's true)
so under the CameraRig > TrackingSpace
if you got a RightOVRHand just drag it and use it
Otherwise you should add the component OVR Hand manualy, I did that on the hands directly, then drag them to the OVR hand reference and it works just the same
for the configuration I put all the show State to always
For RightOVRHand
and for HandDataRight
for the OVR Manage in my CameraRig , the same I put Controller Driven Hand Poses Type to Natural
05-03-2024 01:04 AM
Hey guys,
I'm encountering the same problem. The ControllerDrivenHands are not working for me in the Untiy editor. I can only see the controllers and not the synthetic hands (ControllerDrivenHand Poses Type: conforming to controller). They show up fine in the builds, but that makes debugging anything interaction related very hard and increases development time a lot.
I have tried quite a few setups already to try to find out what causes this, but no luck so far. I have tested different link cables and Quest devices to check if this is hardware related. I have setup new, clean projects with only the Meta All-In-One SDK and testing the sample scenes with different Unity Versions (2021.3.33f, 2022.3.15f, 2022.3.26f, 2023.2.20f) which also made no difference to the outcome. Also tested SDK Version v62 and v64.
As far as I could tell the SkinnedMeshRenderer of the Synthetic Hands for the ControllerDrivenHands stays disabled, even though it should be activated. It only ever gets enabled when switching to Handtracking and the SkinnedMeshRenderer for the Synthetic Hands of the OVRHands also gets enabled.
The suggested solution from DNightOwl also did not work for me.
Any help regarding this would be much appreciated.
05-03-2024 03:34 AM
I am using SDK 64 and it seems to be stil the same problem. Can get no controller-driven hands at all. Neither in build nor in editor.
05-03-2024 04:27 AM - edited 05-03-2024 04:28 AM
I am also facing the same issue any help will be appreciated!
I am also updated to V64!
05-03-2024 05:55 PM
Hey ya'll, so DNightOwl's fix didn't work for me, and the hand examples still seem to broken in-editor and build. As far as I can tell, this is still an active issue, so you're not alone. I've put the hand animation on backburner for now as I work on other aspects of the project.
08-02-2024 03:04 PM
Just fyi, I'm still experiencing the same problem in v67. I would like to update my app with the latest SDK, but I can't debug it if I can't see the controller driven hands.
Digging into the bug a little deeper it looks like the hand data it gets when switching to controllers does not look valid. As a result it disables the SkinnedMeshRenderer on the controller hand models.
08-18-2024 12:35 AM
Since Meta seems to have no interest in fixing this, has anyone else dug deeper than just seeing the skinned mesh renderer never gets turned on? I tried but now I am even more confused than before.
I compared OVRControllerDrivenHands to OVRControllerHands, which was the previously working controller hands solution but is now deprecated. That deprecated prefab has a script FromOVRControllerHandDataSource which pulls from the controller input and generates a HandDataAsset for the Hand to use, doing things like converting the controller trigger value to a hand pinch value. But the newer OVRControllerDrivenHands doesn't seem to have anything like that. In fact as far as I can tell it's just set up to show controllers when you pick them up, or use hand tracking and show hands when controllers are set down, and nothing more.
The deprecated FromOVRControllerHandDataSource does say to use ControllerHandDataSource instead, which does similar controller input to hand data mappings, but why is this script not anywhere in the OVRControllerDrivenHands prefab? I did my best to learn how DataSource and DataModifier work, and tried to add that script into the prefab myself, and I did get the data flowing all the way to the hand visual and the skinned mesh renderer was supposedly on, but I still didn't see the hands appear. For the record, the flow was: FromOVRControllerDataSource -> Controller -> ControllerHandDataSource -> Hand -> Synthetic Hand -> Hand Visual.
If anyone has or is willing to dive into this deeper I'd love to hear some other thoughts about attempts to resolve this or clarification about stuff I may be misunderstanding. Or specifically if someone has some insight into the DataSource/Modifier system that is responsible for passing data around, I'm still not entirely sure I understand it beyond just Update After Previous Step is for receiving notification from the previous step that new data is available, and Data Modifer is for passing/modifying the data when something else requests it with GetData.
08-18-2024 05:43 AM
Of use and request confusion on where to get the samples (find them in the 'Samples' tab, for each package in the Package Manager window - it then adds them to Assets/, not Packages/), it seems that I can't get my controller-driven hands of the service to get the vista
08-18-2024 05:49 AM
Stop control the service and the requirements are not working more often.Get 3 times a year to get used by a job farmers in my own way of use for the vitis please delete platform of request.
08-19-2024 05:26 AM
Same Problem In V67, I just wanna try the tutorial to vibrate conrtoller, still not fix it. ControllerDrivenHands still are controllers not synthetic Hands