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It'd be nice if there was an option that would allow the hand skeleton position to always be reported to be the same as the controller position. There are some cases where, when using both the hand skeleton and controllers at the same time with the multimodal tracking, the hand skeleton would render in off positions if the headset loses tracking depending on how well the tracking is (at least, that's my experience with using the Quest 3S in that situation). Having the ability to force the hand tracking positions to be interpreted the same as the controller positions at all ties could help alleviate this as if the skeleton gets lost or has issues being tracked, what's passed to SteamVR regarding overall position remains the same.
The text was updated successfully, but these errors were encountered:
It'd be nice if there was an option that would allow the hand skeleton position to always be reported to be the same as the controller position. There are some cases where, when using both the hand skeleton and controllers at the same time with the multimodal tracking, the hand skeleton would render in off positions if the headset loses tracking depending on how well the tracking is (at least, that's my experience with using the Quest 3S in that situation). Having the ability to force the hand tracking positions to be interpreted the same as the controller positions at all ties could help alleviate this as if the skeleton gets lost or has issues being tracked, what's passed to SteamVR regarding overall position remains the same.
The text was updated successfully, but these errors were encountered: