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jorodi
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@jorodi jorodi commented Aug 12, 2025

Description

XRHandMeshModel sometimes becomes inverted when the hand models are created using XRHandModelFactory.

This doesn't happen when using OculusHandModel, so its method used in controller.addEventListener('disconnected') is used in XRHandModelFactory.

Reproduction

Device: Meta Quest 2, 3, 3s

Go to webxr_vr_handinput_profiles.html and select the mesh model. Then place both of your hands behind your head. Now move only one hand into view in front of your face. It should look inverted.

Note:
Try your left hand first to see if it gets inverted. If not, repeat by placing both hands behind your head and try your right. It seems the hand that gets inverted depends on the order of initialization.

…revent the hand models from looking inside out
@Mugen87
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Mugen87 commented Aug 13, 2025

@cabanier Does this change look good to you? The PR removes the controller.visible toggle so I hope the behavior is still the same as implemented via #23830.

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Yes, this looks ok. @jorodi , did you try picking up and dropping controllers with this PR?
Also try going to browser in overlay to ensure there are no stray hands.

@jorodi
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jorodi commented Aug 15, 2025

I tested those situations and didn't see any inverted or stray hands.

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jorodi commented Aug 15, 2025

Note, the Quest 2 has a known issue (for a few months to date) where on XR session initialization the hand or controller does not show.

Toggle the menu button to make the hand or controller appear as a work around.

@Mugen87 Mugen87 added this to the r180 milestone Aug 15, 2025
@Mugen87 Mugen87 modified the milestones: r180, r181 Aug 25, 2025
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3 participants