Closed BastiaanOlij closed 4 years ago
Just tried it. Position fix seems to work as intended. But the controller scale is probably Inverse. A world scale of 4.0 makes the player 4.0 larger...:
ups; posted in the wrong issue before; with the inverse scale size is correct; but it breaks the current setup of getting the right controller mesh by having a negative scale for the right controller:
@BastiaanOlij Any updates on this PR? We'll release version 2.0 of the plugin to match Godot v3.2.2 release, so it'd be nice to have this fix included as part of the release.
Changing scale of controllers based on worldscale and removing the double applying of worldscale to the tracking.
Haven't looked at hand tracking yet and still downloading SDK so I can test (had to reinstall my PC few weeks back, bah)
fixes #103