'MRTK hand tracking does not work properly with Oculus Link
I am creating a VR game in Unity. I am having a problem with hand tracking not working properly with PCVR (.exe build) only.
The detailed situation is as follows
- I have developed a game using Unity, MRTK, and Oculus Integration, running on Oculus Quest2.
- When playing the game via Oculus Link with a PCVR(.exe) build, the following situation occurs.
- Hand tracking works correctly in the scene immediately after startup.
- When hand tracking is performed after the scene transition, the hand mesh probably appears at (0, 0, 0) and does not move.
- The Dynamic Bone Collider attached to the hand is working, so it does not seem that the hand coordinates are not tracked completely.
- The controller works fine both after startup and after transition.
- Hand tracking works fine in the APK build and in the mode where I press the Play button in Unity.
The version is as follows
- Oculus Desktop App: 38.0
- Oculus Quest2: 38.0
- Unity: 2021.2.7f1
- Oculus Integration: 38.0
- MRTK: 2.7.3
Solution 1:[1]
I don't know if this is the right way to do it, but hand tracking now works.
Removed the following #if UNITY_EDITOR and #endif in OVRSkeleton.cs > Update.
#if UNITY_EDITOR
if (ShouldInitialize())
{
Initialize();
}
#endif
Solution 2:[2]
Do you mean by commenting out that code snippet it is possible to use hand tracking on a PC build using OVRCameraRig and Oculus Integration?
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | kuryu92 |
Solution 2 | mecadiego113 |