MixedRealityToolkit / MixedRealityToolkit-Unity

This repository holds the third generation of the Mixed Reality Toolkit for Unity. The latest version of the MRTK can be found here.
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MRTK3 HandConstraintPalmUp doesn't default to head gaze for uncalibrated users #250

Open IssueSyncBot opened 10 months ago

IssueSyncBot commented 10 months ago

Original issue opened by:

@camnewnham @camnewnham


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

IssueSyncBot commented 10 months ago

Original comment by:

@camnewnham 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)

IssueSyncBot commented 10 months ago

Original comment by:

@Zee2 Zee2


HandConstraintPalmUp is being totally re-jiggered in this PR: #10852 . Will be totally redone and optimized for head gaze!

IssueSyncBot commented 10 months ago

Original comment by:

@camnewnham 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).