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Adding Colliders to Hand Prefab on Oculus Quest Hand Tracking?

Discussion in 'VR' started by Steelswarm, Mar 6, 2020.

  1. Steelswarm


    Jul 26, 2019
    I'm trying to add Colliders to each finger bone on Oculus Quest Hand prefab as the ones that are implemented by Oculus don't seem to update properly which leads to weird interactions (I make a fist and the colliders still register as an open hand for example).
    I know that I can access each of the bones by their ID as declared in the Oculus "OVRSkeleton.cs" script. however, I'm still fairly new to Unity so my question is:

    How would I be able to dynamically create capsule and box colliders that fit perfectly around an object?