MRTK 手部追踪无法与 Oculus Link 正常配合使用
我正在 Unity 中创建 VR 游戏。 我遇到的问题是,手部追踪仅在 PCVR(.exe 版本)下无法正常工作。
详细情况如下
- 我使用Unity、MRTK和Oculus Integration开发了一个游戏,运行在Oculus Quest2上。
- 当通过 Oculus Link 使用 PCVR(.exe) 版本玩游戏时,会出现以下情况。
- 启动后,手势追踪立即在场景中正常工作。
- 当场景转换后执行手部跟踪时,手部网格可能会出现在 (0, 0, 0) 处并且不会移动。
- 附着在手上的动态骨骼碰撞器正在工作,因此手部坐标似乎没有被完全跟踪。
- 控制器在启动后和转换后都工作正常。
- 手部追踪在 APK 构建以及我在 Unity 中按下“播放”按钮的模式下工作正常。
版本如下
- Oculus Desktop App:38.0
- Oculus Quest2:38.0
- Unity:2021.2.7f1
- Oculus Integration:38.0
- MRTK:2.7.3
I am creating a VR game in Unity.
I am having a problem with hand tracking not working properly with PCVR (.exe build) only.
The detailed situation is as follows
- I have developed a game using Unity, MRTK, and Oculus Integration, running on Oculus Quest2.
- When playing the game via Oculus Link with a PCVR(.exe) build, the following situation occurs.
- Hand tracking works correctly in the scene immediately after startup.
- When hand tracking is performed after the scene transition, the hand mesh probably appears at (0, 0, 0) and does not move.
- The Dynamic Bone Collider attached to the hand is working, so it does not seem that the hand coordinates are not tracked completely.
- The controller works fine both after startup and after transition.
- Hand tracking works fine in the APK build and in the mode where I press the Play button in Unity.
The version is as follows
- Oculus Desktop App: 38.0
- Oculus Quest2: 38.0
- Unity: 2021.2.7f1
- Oculus Integration: 38.0
- MRTK: 2.7.3
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我不知道这是否是正确的方法,但手部追踪现在可以工作了。
删除了 OVRSkeleton.cs 中的以下 #if UNITY_EDITOR 和 #endif >更新。
I don't know if this is the right way to do it, but hand tracking now works.
Removed the following #if UNITY_EDITOR and #endif in OVRSkeleton.cs > Update.
您的意思是通过注释掉该代码片段,可以在使用 OVRCameraRig 和 Oculus Integration 的 PC 构建上使用手部跟踪吗?
Do you mean by commenting out that code snippet it is possible to use hand tracking on a PC build using OVRCameraRig and Oculus Integration?