Comments (1)
The reason it's like that is because of Avatar hands.
Avatar hands are like emulated hand tracking, and they have fully mapped joints, and support poke and hand menus and everything hands do.
Also I cannot expose the settings for Hand Tracking in Oculus because the scriptable objects those settings exist in are not in the OculusVR assembly, which means MRTK-Quest cannot see them.
The only way to turn off hand tracking is to do so with the Oculus Build Settings scriptable object, which I discussed in the FAQ of the Readme.
Another note - for settings where you want to change behavior, check the MRTKQuest Config Scriptable object. Its in the ressources folder.
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Related Issues (20)
- Mutliple trigger events from single Pinch Geusture HOT 1
- Provide git Package
- Does it compatible with latest MRTK??
- Objects Leave Hand When Head Moves HOT 1
- Clean up MRTK-Audio dependency HOT 1
- Error when building project HOT 4
- Is this Project URP compatible? HOT 4
- How to export the Hand Tracking Teleporting feature from this MRTK-Quest to my VR own project? HOT 14
- Hand tracking feature is not working in Oculus Quest Headset..... HOT 4
- BaseControllerPointer.cs Error Quest MRTK or MRTK? HOT 6
- MRTK-Quest_Mixer seems to require Resonance Audio Renderer HOT 1
- Insufficient Controller mapping HOT 1
- Hand detection errors in different places HOT 4
- Hand Interaction Pan Zoom not in good direction HOT 1
- Videoplayer rensers only black texture. HOT 1
- Connect with PUN2 HOT 3
- Grabbed objects with physics stutter badly in the demo HOT 2
- NearInteraction with PokePointer on Quest-Controller HOT 4
- Deprecated? HOT 1
- Camera always start from (0,0,0) position. HOT 3
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