Search Issue Tracker
By Design
By Design in 1.5.X
Votes
0
Found in [Package]
1.4.1
1.5.0
Issue ID
XRHB-53
Regression
No
XRHandJoint.trackingState does not report when joints are occluded and the fingers curl when occluded
How to reproduce:
1. Open the attached project "FTOcclusion.zip"
2. Connect Quest 2 with Meta Quest Link
3. Enter Play Mode
4. Perform a pinch with your hand
5. Rotate your hand so that the index and thumb cannot be seen by the Camera
Expected results: Occluded joints are not set to the Pose
Actual results: All the finger joints are constantly reporting they are in the Pose tracking state
Reproducible with: 1.4.1 (2021.3.46f1, 2022.3.53f1), 1.5.0 (2021.3.46f1, 2022.3.53f1, 6000.0.28f1, 6000.1.0a5)
Reproducible on these devices:
Oculus (Quest 2), Android 12.1, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Reproducible on: Windows 10 22H2
Not reproducible on: No other environment tested
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
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
- PolySpatial “Trying to set shader on a Material Variant.” error is printed in the console when entering Play Mode
- Error “Shader error in 'YSCloudCover': call to 'tex3D' is ambiguous at Assets/YSCloudCoverText.shader(606) (on d3d11)“ is present when compiling tex3D shader with DXC
- Placeholder asset is not loaded with Advertisement Legacy sample when using the latest version of the package
- Addressables content build fails but the Player build is successful when building a development build
Resolution Note:
We report what the platform tells us. If there's a problem with reporting occluded joints, it's an issue with the platform, not our code.
Resolution Note (1.5.X):
We report what the platform tells us. If there's a problem with reporting occluded joints, it's an issue with the platform, not our code.