Seems like I might have overlooked this back when I worked on p5xrInput, seems like when my right controller on the Quest 2 was disconnected it broke the render loop because it was trying to call applyMatrix(hand.pose) when pose didn't exist. Might just be able to mitigate this through code.
Seems like I might have overlooked this back when I worked on p5xrInput, seems like when my right controller on the Quest 2 was disconnected it broke the render loop because it was trying to call
applyMatrix(hand.pose)
when pose didn't exist. Might just be able to mitigate this through code.