Description
When you add hand tracking to a VSDK project, it seems the controller-based reactions all break.
I built an app using controller, and everything worked fine. I have a reactor with 2 different kinds of reactions (unity events and controller appearance) and picking up objects makes the controllers hide as expected, and then my Unity events fire when I pull trigger as expected.
However, after adding in hand tracking this no longer works at all (the entire reactor). I can still pick up the object, but cant use it, and my controller does NOT hide.
However, this is FIXED in the build of the application, so this bug only seems to occur in the editor.
To Reproduce
Steps to reproduce the behavior:
- Create an empty scene with a normal VR setup
- Create a reactor on an object with a hide controller appearance reaction and some unity event reactions
- Verify it works
- Add leap motion and hands to the scene
- Controller interactions will no longer work
Expected behavior
Reactors should respond to controller events whether or not hands are in the scene.
Hardware (please complete the following information):
- OS: Windows 10
- XR System: Oculus Rift w/ Leap Motion
- VSDK Version v1.0