Search Issue Tracker
By Design
Votes
0
Found in [Package]
2.1.2
Issue ID
XRVOSB-70
Regression
No
Cube GameObjects are moving erratically when XRGrabInteractable is using "Instantaneous" Movement Type and the Cubes are being moved manually in the Player
How to reproduce:
1. Open the attached “IN-95488.zip” project
2. Build and Run the project
3. In the Player, move one of the Cube GameObjects further away
4. Hold the Cube GameObject and try to move it left to right or up and down
5. Observe the Cube GameObjects behavior
Expected result: The Cube is moving smooth depending on the hand movement
Actual result: The Cube is jittering and moving erratically
Reproducible with: 2.0.4 (6000.0.41f1), 2.1.2 (6000.0.41f1, 6000.1.0b9, 6000.2.0a6)
Couldn’t test with: 1.3.11 (2022.3.59f1) - XR related package downgrade errors that are non-fixable due to features used not being present in older versions
Reproducible on: Apple Vision Pro 2.3.1
Testing environment: macOS 15.3.1 (M3)
Note: In the Player there are two Cube GameObjects, one red the other blue, the blue Cube uses smoothing, but the issue is observable with both Cubes
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UnityYamlMerge.exe doesn't correctly handle merge conflicts in modified properties on a prefab variant
- Inconsistent color scheme in "Details" section of "Select Presets" inspector window
- Crash on __pthread_kill when launching Editor via command-line with "-disableManagedDebugger" argument
- [VFX] Deleting “New Group Node” name doesn’t allow to type or add new name
- [VFX] Creating a long Group Node name breaks nodes boarders
Resolution Note:
There really isn't anything that we can do to improve the raw data that we are reporting out to the user. Apparently, Apple has a feature where you can get smoother data at the cost of much higher latency, but that's pretty much them just smoothing the data for you.
The sample project looks to be a slightly modified version of the sample that PolySpatial ships for Metal mode. In that sample, we worked to make sure that dependencies are kept to a minimum, so the rig/support for handling hand data is fairly simple and consists of just simple smoothing.
I talked with the XRI team, from where we got the smoothing feature from, about this. Their recommendation is to use the rig they provide in the Hands Interaction Demo sample from the XRI package. If you want to use that you will need to add both the Starter Assets and the Hands Interaction Demo sample and then use the prefab rig provided.
Testing with the rig shows that the real win is in using the HandsOneEuroFilterPostProcessor script for your hands. You can easily copy out that script and then remove the rest of the samples that were included to reduce space in your project and that should significantly improve the smoothing of your hand tracking.