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Hand Tracking physic freakout.

Discussion in 'Physics' started by JoeyArena, Jan 28, 2021.

  1. JoeyArena

    JoeyArena

    Joined:
    Nov 7, 2016
    Posts:
    2
    Has anyone else seen this issue? I've searched and searched and can't find any info on it.

    Using OVR:
    When I cross one hand over the other (not touching the object or the OVRHand) everything just goes haywire...
    Any game object as a child of my grab sphere (child of hand prefab) does this...

    This is problematic for me for so many reasons... Any input or thoughts would be appreciated!!

     
  2. JoeyArena

    JoeyArena

    Joined:
    Nov 7, 2016
    Posts:
    2
    I should probably mention that I have code now that disables the mesh renderer when this happens, but it's not an ideal solution...
     
  3. SpectreXR

    SpectreXR

    Joined:
    Dec 1, 2021
    Posts:
    5
    That is the limitation of Quest. It uses 4 cameras to track hands. If you cover one hand with another, cameras can't see the hands and don't know what to do with them. What you can do is check if the hands confidence is high and disable the hand skeleton