Search Unity

Activating/Deactivating Hand during runtime (Handtracking enabled)

Discussion in 'AR/VR (XR) Discussion' started by Desoxi, May 7, 2020.

  1. Desoxi

    Desoxi

    Joined:
    Apr 12, 2015
    Posts:
    195
    Hey, is there a proper way to deactivate any hand and activate it back later on using the oculus quest?
    I tried deactivating the skinned mesh renderer of the hand prefab, but that seems to get enabled again and again automatically. Deactivating the whole gameobject works but when I activate it later, it doesn't appear anymore.
     
  2. Desoxi

    Desoxi

    Joined:
    Apr 12, 2015
    Posts:
    195
    Ah stupid me, wanted to post it into the VR Section, sorry for that!