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quest-hands-for-normcore's Issues

Hands don't scale with actual hand size

In the Quest lobby, your hands are the correct size - fingertips can actually touch fingertips.

In this app, the hand model (the grey skinned mesh provided by Oculus) seems to not scale finger length with actual detected finger positions.

This could be a model positioning error or it could be just an outdated API on the Unity integration of the Oculus API. Will need to investigate.

No NormcoreAppSettings file in /Assets/Normal/Internal/Resources/

In the Readme.md, under the Installing and Running... section, step 3 instructs to view the added NormcoreAppSettings file in the Unity inspector.

Step3
"Navigate to /Assets/Normal/Internal/Resources/ and view the added NormcoreAppSettings file in the Unity inspector. You will need to add your own app key to this, which you can obtain from NormalVR (free)."

Yet, there is no NormcoreAppSettings file in the given path. Please see the attached screen capture below.

image

No NormcoreAppSettings file in /Assets/Normal/Internal/Resources/

In the Readme.md, under the Installing and Running... section, step 3 instructs to view the added NormcoreAppSettings file in the Unity inspector.

Step3
"Navigate to /Assets/Normal/Internal/Resources/ and view the added NormcoreAppSettings file in the Unity inspector. You will need to add your own app key to this, which you can obtain from NormalVR (free)."

Yet, there is no NormcoreAppSettings file in the given path. Please see the attached screen capture below.

image

In Link Mode and playing from the editor, local hands don't animate

The local hand positions seem to be okay, but the rotation of the hands is inverted and the fingers don't animate. This only applies to the grey hand models (the local OVR Camera Rig hands, not the networked hands).

The local copy of the networked hands work fine.

The interesting thing here is that the networked hands are pulling data from the grey-hand-data-store, so there must be some sort of editor-only code on the Oculus API that is fudging the local display of the hands.

This is not an issue in builds.

Networked finger-curl-ratio doesn't quite align

When curling your fingers, the networked copy (pink hands) go further than the grey hands do, causing your fingertips to overlap a bit.

Not sure what is causing this; might be a desync between the grey and pink models or could be data recording error. will need to investigate.

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