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Dynamic switch between controller and hand models? #5373
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(I know the Quest 1 is fairly old, but the same thing also happens on Quest 2.) |
On Quest 3, I get white spheres. |
You need an aframe master build to have the Quest 3 models.
For dynamic switching, the |
If you add both laser-controls and hand-tracking-controls to an entity it should switch to the one available. Let me know if that works for you
Links to master builds are on the commits. Copying below the latest for convenience. |
We could also have a component that support both simultaneously but would have to find an interaction model that is common denominator. Gaze+click (Vision Pro approach) as in this demo I wrote could make sense: https://glitch.com/~aframe-spatial-ui Let me know what you think |
Tried the following in my code: <a-entity laser-controls="hand: left" hand-tracking-controls="hand: left" raycaster="objects: #table2"></a-entity>
<a-entity laser-controls="hand: right" hand-tracking-controls="hand: right" raycaster="objects: #table2"></a-entity> ... but I still get only the controller models, even while hand tracking is active. Did try with both 1.4.2 and the master build you linked: As mentioned, I'm mostly testing on Wolvic ATM, as the Oculus browser had some ugly WebRTC streaming bugs I couldn't work around. I'll be able to test with the newer browser on the Quest 2 in a few days. |
Thanks for the patience. This should be now fixed on master. Builds can be found in the commit messages Can you verify it works as expected in this demo? Thanks so much. |
Description:
I've noticed that on a Meta Quest, both with Wolvic and the built-in browser, I always get the controller models shown for any
laser-controls
, even if I'm using direct hand tracking. Is there a way to switch to hand models, or is that information not actually reported by the hand tracking API?The text was updated successfully, but these errors were encountered: