Closed camnewnham closed 1 year 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)
HandConstraintPalmUp is being totally re-jiggered in this PR: #10852 . Will be totally redone and optimized for head gaze!
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).
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