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Under Consideration for 3.1.X
Votes
1
Found in [Package]
3.0.7
3.1.0
Issue ID
XRIT-241
Regression
No
Hand Interaction input actions cause unintended rotations
Original title: Hand attach transform for force-grabbed objects is off 90 degrees
This was brought to our attention by a user in the forum: [https://discussions.unity.com/t/hand-and-controllers-attach-transforms/1603171/2]
They have a workaround for the issue, but root-cause has not been identified.
Steps to reproduce:
- Create new project using the VR Multiplayer Template
- Build and run with default project settings (OpenXR + Meta Hand Tracking Aim)
- Load on Quest 2 or Quest 3
- Create a new lobby and enter the main space
- Using controllers, move to where the Blaster is near the main table.
- Switch to hand tracking (set controllers down)
- Use aim and pinch to pick up a Blaster
- Notice the blaster snaps to the hand in the wrong position.
Actual results: Blaster is rotated 90 degrees and appears to be held sideways
Expected results: Blaster is vertically aligned with hand
Reproducible with versions: XRI 3.0.7 and Unity 6000.0.23f1
Not reproducible with versions: N/A
Can’t test with versions: N/A
Tested on (OS): Windows
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