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When you go to SteamVR and come back, you lose your hand models. #118

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danielkariv opened this issue Sep 22, 2018 · 3 comments
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Will Fix This is an issue we're planning to fix but is not yet fixed in the latest version

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@danielkariv
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danielkariv commented Sep 22, 2018

Using Oculus Rift, when you press the menu button ( called Button.Start) to get to SteamVR menu, and come back, the glove/hand models cannot be seen, not from the HDM and not from the editor.
Sames happens if you take off the HDM and put on.
before:
1
after:
2

To test it, all you need to do is put the player prefab on a new scene, and run the game. open and close steamvr menu and it would happen.

@zite
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zite commented Sep 23, 2018

Thanks for the report. I'll get this fixed for the next version.

@zite zite added the Will Fix This is an issue we're planning to fix but is not yet fixed in the latest version label Sep 23, 2018
@Cluster7ck
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@zite kinda related: Can you turn the hand models off? When you assign no hand prefab in the inspector there is just no controller model at all.

zite added a commit that referenced this issue Sep 26, 2018
Changes for v2.0.1:

 * Changed SteamVR to identify only when in editor. SteamVR_Setting.appKey has been replaced with SteamVR_Setting.editorAppKey. This means that downloads from steam will always use proper bindings but builds run separate from Steam will have their own autogenerated app key. Remember to replace your default bindings in the binding ui before creating a build.

 * Fixed bug where hands were not reactivating properly after visiting the dashboard (#118)

 * Fixed bug with multiple items being grabbed at once (#121)

 * Fixed bug where Linear Drive would freeze when grabbed twice (#120)

 * Fixed bug with bindings that were readonly not copying correctly.

 * Fixed some other bugs with multiple pickup types being activated at once.
@zite
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zite commented Sep 26, 2018

This should be fixed this in the version released today. Let me know if you still see the issue.

To not show hands try going into the hand prefab, the RenderModel component, and removing the prefab for the skeleton in that component.

@zite zite closed this as completed Sep 26, 2018
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