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@cabanier cabanier commented Apr 1, 2022

When the hand controllers go in and out of view, the browser is allowed to remove them from the input sources list.
The current implementation in the Oculus quest alway returns them, but that is not true going forward or in devices such as the Hololens.

On those devices, the right hand will be assigned the left controller which will cause it to deform.

This fix addresses that issues by looking up the correct controller instead of blindly using the index.

@mrdoob mrdoob added this to the r140 milestone Apr 2, 2022
@mrdoob mrdoob changed the title Fix for hand controllers WebXRManager: Fix for hand controllers Apr 2, 2022
@mrdoob mrdoob merged commit d0dc080 into mrdoob:dev Apr 2, 2022
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mrdoob commented Apr 2, 2022

Thanks!

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hybridherbst commented Apr 2, 2022

@cabanier this sounds very similar to

do you think it's the same issue? We also had to fix this for Hololens and also for phone-AR multitouch but it never got merged...

Another related issue where your input would be appreciated is

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cabanier commented Apr 3, 2022

@hybridherbst yes, this is the same issue and I verified that the same problem existed on the Hololens.
We're using the same backend as HL which is likely why both devices have this problem.

There's still an issue where the pointing ray gets duplicated every time a hand goes out of view. I didn't get a chance to look into that yet.

abernier pushed a commit to abernier/three.js that referenced this pull request Sep 16, 2022
* Fix for hand controllers

* Address review comment
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3 participants