Closed krishx007 closed 9 months ago
Hi @keveleigh, could you please have look at this bug. Our project progress has been stalled because of this bug.
@krishx007 Were you able to resolve this issue?
Hi @krishx007,
We appreciate your feedback and thank you for reporting this issue.
Microsoft Mixed Reality Toolkit version 2 (MRTK2) is currently in limited support. This means that Microsoft is only fixing high priority security issues. Unfortunately, this issue does not meet the necessary priority and will be closed. If you strongly feel that this issue deserves more attention, please open a new issue and explain why it is important.
Microsoft recommends that all new HoloLens 2 Unity applications use MRTK3 instead of MRTK2.
Please note that MRTK3 was released in August 2023. It features an all new architecture for developing rich mixed reality experiences and has a minimum requirement of Unity 2021.3 LTS. For more information about MRTK3, please visithttps://www.mixedrealitytoolkit.org.
Thank you for your continued support of the Mixed Reality Toolkit!
Describe the bug
Invoking SkinnedMeshRenderer.BakeMesh() with tracked hand mesh in HoloLens 2 is creating a mesh with its default mesh geometry rather than a mesh which represent the current deformation of the hand mesh. The generated mesh also not at its intended position, it seems to spawn at world origin or head position. We are facing this issue after transitioning our project to use MRTK OpenXR. (Mixed Reality OpenXR Plugin v1.7) It is happening with latest MRTK version 2.8.3 and with Unity 2020.3.43
To reproduce
Steps to reproduce the behavior: 1)Open the "BasicSample" unity project with latest version of Unity 2020. (We used Unity 2020.3.43) https://github.com/microsoft/OpenXR-Unity-MixedReality-Samples/tree/main/BasicSample
2) Upgrade the MRTK (Foundation & StandardAssets packages) and Mixreality OpenXR plugins to 2.8.3
3)Now attach some script to "RiggedHandLeft" or "RiggedHandRight" prefab which will capture the mesh of SkinnedMeshRenderer component associated with the tracked hand prefab.
You can try using this mono script, just attached it to "RiggedHandLeft" or "RiggedHandRight" prefab and trigger "BakeMesh()" when hand is tracking in HoloLens 2. https://gist.github.com/krishx007/a645f77c1284b2f69479da8e3266fce1
Expected behavior
Invoking SkinnedMeshRenderer.BakeMesh() with tracked hand mesh in HoloLens 2 should generate a mesh geometry similar to the current deformation of the hand mesh at the exact same position where the tracked hand mesh was visible.
Screenshots
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Your setup (please complete the following information)
Unity 2020.3.43 MRTK version 2.8.3 Mixreality OpenXR plugins to 2.8.3
Target platform (please complete the following information)
Additional context
Add any other context about the problem here.