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Скачать или смотреть Solving the Oculus SDK Unity VR Interactable Issue During Hand Tracking Loss

  • vlogize
  • 2025-04-07
  • 4
Solving the Oculus SDK Unity VR Interactable Issue During Hand Tracking Loss
Why do Oculus SDK Unity VR interactables cease to function when hand tracking is temporarily lost?c#windowsunity game enginesdkoculus
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Описание к видео Solving the Oculus SDK Unity VR Interactable Issue During Hand Tracking Loss

Discover why hand tracking loss in Oculus SDK Unity VR affects interactables and how to resolve this issue effortlessly.
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This video is based on the question https://stackoverflow.com/q/76725315/ asked by the user 'Cipherix' ( https://stackoverflow.com/u/14322609/ ) and on the answer https://stackoverflow.com/a/76775086/ provided by the user 'Cipherix' ( https://stackoverflow.com/u/14322609/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Why do Oculus SDK Unity VR interactables cease to function when hand tracking is temporarily lost?

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The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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Understanding The Hand Tracking Issue in Oculus SDK for Unity VR

As a developer using the Oculus Interaction SDK with Unity, encountering issues with hand tracking can be frustrating. One common problem developers face is the cessation of function for interactables and grabbables when hand tracking is temporarily lost. In this guide, we’ll explain the issue and guide you through the solution to ensure your VR experience remains smooth and engaging.

The Problem Explained

When developing VR applications, seamless interaction with virtual objects is crucial. For instance, in scenarios where hand tracking is lost—like when covering the cameras with your hand—interactable objects cease to function. Key points to understand about the issue include:

Loss of Tracking While Grabbing: If you’re actively grabbing an object (like a throttle) and lose hand tracking, everything stops working thereafter.

Return of Hand Tracking: Even though hand tracking returns, the interactables remain unresponsive.

Specifics of the Issue: The failure in interaction seems to only affect the hand that was engaged before tracking was lost.

This situation can be confusing and disrupt the user experience, especially if the expectation is to seamlessly re-engage with the object upon regaining hand tracking.

The Solution: Build and Test Outside the Unity Editor

After troubleshooting the issue, it appears that the root cause lies in how the application is run while using the Unity Editor over the link cable. Here’s how to resolve the problem effectively:

1. Build Your Application:

Step to Take: Instead of testing within the Unity Editor, create a build of your application and run it directly on your Oculus device.

Reason for This: Running the app built specifically for the device circumvents issues related to the Unity Editor's interactions over the link cable.

2. Test Your Interactions:

Once the application is built and running on your device, test the interactables and ensure the problem does not persist when hand tracking is lost and regained.

3. Check Configuration:

Ensure your settings for poke interactables and grabbable objects are configured correctly. While this issue typically resolves after building, it’s always good to double-check your setup.

Conclusion

Losing hand tracking shouldn't spell disaster for your VR interactions in Oclus SDK with Unity. By building your project and testing it outside the Unity Editor, you will overcome any issues related to hand tracking interruptions effectively. Keep these tips in mind, and happy developing!

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