Open IssueSyncBot opened 10 months ago
camnewnham
It seems that InputTrackingState
is not None
if eyes are untracked (visor flipped up) as well (this does not affect the hand menu, but has other considerations)
Zee2
HandConstraintPalmUp is being totally re-jiggered in this PR: #10852 . Will be totally redone and optimized for head gaze!
camnewnham
HandConstraintPalmUp is being totally re-jiggered in this PR: #10852 . Will be totally redone and optimized for head gaze!
Oh, nice! That looks great.
Perhaps the separate (or more appropriate) issue here is that GazeController
is reporting a non-None
trackingstate when the user isn't calibrated or the eye tracking isn't current (visor flipped up, headset off, etc).
Original issue opened by:
Describe the bug
When the app has gaze permission enabled but the user is uncalibrated (declines prompt to calibrate) the Gaze controller remains at the origin, but appears to still be considered active.
As a result, the HandConstraintPalmUp only triggers if the user happens to be looking in the same direction as the default.
https://github.com/microsoft/MixedRealityToolkit-Unity/blob/mrtk3/com.microsoft.mrtk.spatialmanipulation/Solvers/HandConstraintPalmUp.cs#L268-L290
Or have I miswired something?
MRTK
3.0.0-pre.11
MixedRealityOpenXRPlugin
1.5.1
ISSUE MIGRATION
Issue migrated from: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/11092