Open IssueSyncBot opened 1 year ago
ryan-motive
Happy to see this added to "future" but is there any way to adjust this in the current version? 😆
AMollis
@ryan-motive have you tried changing the "Hand Aggregator Subsystem" settings? The "Pinch" settings meet be able to help you out.
Otherwise, we have plans to use Unity XRI's recently added hand support, perhaps during this time we will be able to address your concerns more. However, switching to XRI's hand support will come post-GA
ryan-motive
Didn't realize this was there! This is great, I'll try it out.
ryan-motive
Hm, doesn't seem to make a difference. Does this impact the triggerPressed action?
iantrobinson
I've been running into the same issue. I've tried adjusting those values as well and it seems to have little effect if any at all.
halfpasttense
Same issue here. Increasing the range of those values has helped a little but finger tapping on Quest is still broken. The main issue is that a single finger tap can very often be recognized as multiple taps, which is obviously an issue. This can be easily fixed by simply having a short timeout window after a finger tap is recognized during which another finger tap cannot be activated. This works great anywhere I can build it into my own code, but it needs to be built in system wide so it behaves correctly with things like MRTK buttons.
Did you ever solve this problem? Funny thing is in the mrtk Dev examples, hands work perfectly. But when i copy the exact settings and I try it in my project it doesnt work as smooth. I can literally point to an object and it gets "grabbed".
Did you ever solve this problem? Funny thing is in the mrtk Dev examples, hands work perfectly. But when i copy the exact settings and I try it in my project it doesnt work as smooth. I can literally point to an object and it gets "grabbed".
I still have the same problem, but with the tabToPlaceExample and the pinch-gesture. It works in the mrtk dev example, but when I copy it and use it in my project, it doesn't work. As soon as a e.g. flat hand is recognised, a pinch gesture is identified. Is there a way to fix this?
Did you ever solve this problem? Funny thing is in the mrtk Dev examples, hands work perfectly. But when i copy the exact settings and I try it in my project it doesnt work as smooth. I can literally point to an object and it gets "grabbed".
Same here. This is really more than just a bug, this is serious issue that is interfering with the main mode of interaction with my entire project. @AMollis can you please have someone look into this? I have tried the fixes at https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity/issues/82#issuecomment-1685412376 and they have not worked.
Hi i encountered this aswell. I think it's caused by unfinished migration from HandsAggregator to unity actions and binding to unity inputs.
Quick workaround is to edit ArticulatedHandController script in packages. All you need to is remove 4 conditions on lines 109, 116, 122 and 129 that ignore HandsAggregator if unity action was already used. This will result in HandsAggregator being used and the treshold mentioned above should work. Editing package code is bad practice tho and it can't be pushed to Git.
I was looking into config of unity inputs (Project Setting -> Input System Package) and it didn't affect the pinch action. But i didn't look that deeply into it.
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