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In Progress
Under Consideration for 3.0.X
Fix In Review for 3.4.0
In Progress in 3.3.X
Votes
0
Found in [Package]
3.0.8
3.1.2
3.2.0-pre.1
3.3.0-pre.1
Issue ID
XRIT-290
Regression
No
Jittery wrist menu
I think the tolerances that invoke the wrist menu need to be broader. See Menu.mp4 attached, which shows that after the wrist menu is invoked, small wrist movements cause it to vanish. This makes it difficult to use the wrist menu UI, and it makes the wrist menu seem broken.
Steps to reproduce:
- Open the attached repro project (MR_Template_112) in Unity 2022.3.62f1.
- Build and Run on Quest 2.
- In the HMD, while holding hand controllers, turn your palm towards you to invoke the wrist menu.
- Rotate your hand slightly around each axii to test the thresholds for keeping the wrist menu active.
Actual results:
Most users should feel that invoking and maintaining the wrist menu is natural, intuitive, and easy.
Expected results:
Slight hand movements cause the wrist menu to vanish.
Reproducible with versions:
MR Template 1.1.2 (branch: release/2022.3, commit: 0e705300)
Unity 2022.3.62f1
Quest 3
Notes:
- Not a regression; I'm fairly sure I have seen this before and thought it was just bad tracking. But now I highly suspect this should be improvable via our code, or some property settings.
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Resolution Note (fix version 3.4.0):
Fixed an issue in which the `HandMenu` appears unstable or flickers between showing and hiding when it is displayed while the pose of the anchor transform remains near the angle/range in which it was initially triggered to be shown. In order to solve the issue, the controller displaying the menu now has a separate wider range for hiding the menu than the allowable range that triggers the initial display of the menu.