microsoft / MixedRealityToolkit-Unity

This repository is for the legacy Mixed Reality Toolkit (MRTK) v2. For the latest version of the MRTK please visit https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity
https://aka.ms/mrtkdocs
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MRTK3 HandConstraintPalmUp doesn't default to head gaze for uncalibrated users #11092

Closed camnewnham closed 1 year ago

camnewnham commented 2 years ago

This issue has been migrated a new MRTK repository, and the status of this issue will now be tracked at the following location:


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

camnewnham commented 2 years ago

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 commented 2 years ago

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

camnewnham commented 2 years ago

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).