Open HelloKS opened 3 years ago
Because of steamvr's implementation, I can't make fine tuned collider for Q2 controller's ring. Both controller side shares one prefab.
Edit: got report, duplicating prefab and specify R/L prefab in render model working.
Hopefully c83a218 partially fixed this issue for Quest 2. The downside of this is other HMDs controller will face more mismatch.
Current implementation is using hard-coded touch collider based on Oculus quest 2 controller model. It works at least for me, but it can be feel awkward when playing this with other vr handset/controller (or just because of personal preference).
Followings are the symptoms of mismatched touch collider:
At current stage, I think these are solutions.