Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Custom Hand Issues #183

Open
raiwind opened this issue May 7, 2018 · 0 comments
Open

Custom Hand Issues #183

raiwind opened this issue May 7, 2018 · 0 comments

Comments

@raiwind
Copy link

raiwind commented May 7, 2018

I'm having issues using custom hand models.

After setting the prefabs in the "override hand models for Oculus SDK", I don't know how to set the orientation of the hand models (tried changing the orientation of the prefabs to no avail) and everytime I press grab in playmode, a second custom hand appears, so I got two right hands while holding the grab button. I tried to set up a collider as a child game object on trigger, but suddenly I had three hands and the collider were not on trigger.

Is there any documentation or tutorial for setting up custom hands?

Edit: The double hand model appears (independently if it's a custom model or not) if I turn OFF "Automatically Set Controller Transparency" when I press the grab button for colliding with objects, one hand behaves correctly as a collider while the other hand goes through the colliding object.

Edit (2): If I leave "Automatically Set Controller Transparency" ON by default, I'm still getting double hands when using custom hands.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant