Search Issue Tracker
Active
Under Consideration for 3.0.X
Votes
0
Found in [Package]
3.0.7
Issue ID
XRIT-211
Regression
Yes
[HandsDemoScene][Hand Interaction Profile] Right pinch moves left raycast beam
See HandSelect.mp4 attached. Right hand pinch causes left hand's raycast beam to become offset from the hand model.
The bug happens regardless of whether the right hand's raycast beam was pointing at UI, or an intractable object, or nothing at all. The offset also occurs when the right hand grabs and moves the table handle, and upon right-hand-palm-up-pinch to invoke the Meta environment.
This occurs these two OpenXR Interaction Profiles are enabled:
* Oculus Touch Controller Profile
* Hand Interaction Profile
If you disable \{*}Hand Interaction Profile{*}, leaving only *Oculus Touch Controller Profile* enabled, then this bug does not occur. **
*Steps to reproduce:*
1. Open repro project (see attached) with Unity 2022.3.52f1 or 6000.0.25f1.
2. Switch to Android build target.
3. Build-and-Run on Quest 3.
4. Use your right hand to make pinch gestures.
*Actual results:*
The left hand's raycast beam and pinch teardrop are offset from the left hand model until you release the right hand's pinch gesture.
*Expected results:*
Pinching with one hand should not move the other hand's raycast elements.
*Reproducible with versions:*
Unity 2022.3.52f1, 6000.0.25f1.
*Not reproducible with versions:*
*Can’t test with versions:*
*Tested on (OS):*
Quest 3
MacBook Pro - M1 Pro
MacOS 14.6.1
*Notes:*
* Marked as regression; fairly sure I would have noticed this when testing earlier versions.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Main Camera rendering is being overwritten by a UI Camera when using multiple cameras with URP and the second camera's background type is set to "Uninitialized"
- VisualTreeAsset has significantly increased memory allocation size at runtime when the project is built with IL2CPP scripting backend
- NullReferenceException is logged when cancelling Shader Graph recovery of an already deleted Shader Graph
- White Edges appear during Camera movement in runtime when using FSR2 with Motion Vectors and Exposure enabled
- Lens Flare renders without occlusion when the light source is obstructed by solid objects when running on Android using OpenGL
Add comment