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Description:
In this example a child entity with a collider is attached to a hand-tracking-controls entity on the left hand. When the left hand is moved out of the view of the head set, where the hand can no longer be rendered, every other collider in the scene gets triggered. In this case we see the right hand collider and the box in front of the camera get triggered.
Did a bit of debugging and the issue isn't so much when the hand stops rendering, but when there is no joint pose information for a given hand. The underlying hand-tracking-controls component doesn't check for this when updating the wrist object(s), resulting in invalid values that throw off the collider logic.
I've created a quick PR that addresses the issue: #5438
Description:
In this example a child entity with a collider is attached to a hand-tracking-controls entity on the left hand. When the left hand is moved out of the view of the head set, where the hand can no longer be rendered, every other collider in the scene gets triggered. In this case we see the right hand collider and the box in front of the camera get triggered.
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