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v62 ControllerDrivenHands broken?

TheDaddis
Protege

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?

27 REPLIES 27

if you check the HandDataRig of any hand under OVRControllerDrivenHands

Screenshot 2024-04-09 at 12.58.20.png

you can notice the OVR hand instance is missing (even tho it said "Generated if missing" I don't think it's true)

Screenshot 2024-04-09 at 13.01.02.png

 so under the CameraRig > TrackingSpace
if you got a RightOVRHand just drag it and use it 

Screenshot 2024-04-09 at 13.05.54.png

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

Screenshot 2024-04-09 at 13.08.21.png

and for HandDataRight

Screenshot 2024-04-09 at 13.11.02.png

for the OVR Manage in my CameraRig ,  the same I put Controller Driven Hand Poses Type  to Natural

Screenshot 2024-04-09 at 13.11.46.png

 

 

dev.x.sandra
Protege

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.

Lanzelot108
Explorer

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.

hnstechnologies.2023
Honored Guest

I am also facing the same issue any help will be appreciated!

I am also updated to V64!

Brenton.Lin
Honored Guest

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.

TheDaddis
Protege

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.

mcgeezax4
Protege

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.

Even.9972
Explorer

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 

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.

690900730
Explorer

Same Problem In V67, I just wanna try the tutorial to vibrate conrtoller, still not fix it. ControllerDrivenHands still are controllers not synthetic Hands