Description
Problem Description
I am currently developing an application with a "large" scene (approx. 1000x1000 units). The XR Origin is placed at about the center of the scene, so at X 500 / Y 500.
I have noticed that in my scene, the tracking quality is terrible, the hands were teleporting a few centimeters every few seconds, but in the sample scenes, the tracking works flawlessly. You can see a video of the problem below.
Steps to reproduce
I built my own testing scene - an empty Unity scene, with an XR Origin
, the XR Leap Provider Manager
, the Physical Hands Manager
, and the left and right hands, and the Physical Hands Manager
is the Leap Provider
for both hands.
When starting the application, the XR Origin
is at position (0, 0, 0)
, everything behaves as expected. Then, while the application is still running, it is moved to (500, 0, 500)
, and I notice the same behaviour that I get in my "real" scene. Moving the camera even further away results in even worse tracking quality.
2025-01-16.16-55-44.mp4
(The hand's texture isn't loaded because I work in an URP project.)
Setup desciption
- Unity Version:
6000.0.32f1
- Unity Ultraleap Plugin Version:
7.1.0
- Ultraleap Tracking Service Version:
6.0.0
- Ultraleap Control Panel Version:
3.4.1
- Operating system:
Windows 11 Home
Additional information
After changing a few parameters, I also found out this:
- It doesn't matter if the
XR Origin
is starting at(500, 0, 500)
and is then moved to(0, 0, 0)
, tracking is always broken when the camera is far away from(0, 0, 0)
. - The
Physical Hands Manager
isn't even required for this problem to occur. When the arm'sLeap Provider
is set directly to theXR Leap Provider Manager
, tracking quality gets equally as bad if the hand is just moved further away from(0, 0, 0)
.