You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I noticed that the Object Manipulator Breaks when when using two controllers with the same handedness values. For example: if I use a Left XR Controller to pick up an object, then highlight the object with my left hand ray, the object will rotate to match the rotation of my hand even though the hand ray did not initialize the grab behavior.
To reproduce
This bug can be reproduced using the Simulator and at runtime on the Magic Leap 1 and 2 since the Magic Leap controller can be used in either hand while hand tracking is active.
To reproduce using the Input Simulation Service Provider:
First open the Hand Interaction example scene and configure the default Mixed Reality Toolkit profile to support two Input Simulation services (Hand and Motion Controller), then interact with an object using both a hand and the motion controller :
Open the MRTK Hand Interaction Example scene
Select the MixedRealityToolkit in the hierarchy
Select Copy & Customize to edit the configuration profile, then Clone
Once a copy of the Configuration profile has been made, navigate to it's Input setting
Clone the Input System settings
Select Add Data Provider
Navigate to the New data provider 16 and set it's type to Microsoft.MixedReality.Toolkit.Input > InputSimulationService
Clone the Input Simulation Profile
Once cloned, set the Default Controller Simulation Mode to Motion Controller
Enter Play Mode
Use W,A,S,D and your mouse to navigate to the Globe Mode in the Manipulation Interaction section
Press Shift to enable both Hand and Motion Controller
Carefully select the glob with the ray extending from the simulated hand first, then move the object so it intersects with the ray from the motion controller.
Notice that the object rotates as soon as the controller ray intersects it
Video Provided below
Expected behavior
The pose of the object should not be effected by a ray the is not actively interacting with the object. The same behavior that occurs when manipulating an object with your left hand and then highlighting the object with your right hand.
Screenshots
Notice how the object rotates when it intersects with the other ray coming from the left controller/hand after already being grabbed by one of the inputs
mrtk-bug.mp4
Your setup (please complete the following information)
Unity Version [e.g. 2022.2.0b7]
MRTK Version [e.g. v2.8.2]
Target platform (please complete the following information)
Simulator
Magic Leap
Additional context
I tried to set the XR Controller Handedness to Any but this broke the controller's interactions and I couldn't figure out how to create an additional controller definition for a Generic Unity Controller with this handedness option. Setting the XR Controller Handedness to Both did not change the result.
Describe the bug
I noticed that the Object Manipulator Breaks when when using two controllers with the same handedness values. For example: if I use a Left XR Controller to pick up an object, then highlight the object with my left hand ray, the object will rotate to match the rotation of my hand even though the hand ray did not initialize the grab behavior.
To reproduce
This bug can be reproduced using the Simulator and at runtime on the Magic Leap 1 and 2 since the Magic Leap controller can be used in either hand while hand tracking is active.
To reproduce using the Input Simulation Service Provider:
First open the Hand Interaction example scene and configure the default Mixed Reality Toolkit profile to support two Input Simulation services (Hand and Motion Controller), then interact with an object using both a hand and the motion controller :
Video Provided below
Expected behavior
The pose of the object should not be effected by a ray the is not actively interacting with the object. The same behavior that occurs when manipulating an object with your left hand and then highlighting the object with your right hand.
Screenshots
Notice how the object rotates when it intersects with the other ray coming from the left controller/hand after already being grabbed by one of the inputs
mrtk-bug.mp4
Your setup (please complete the following information)
Target platform (please complete the following information)
Additional context
I tried to set the XR Controller Handedness to Any but this broke the controller's interactions and I couldn't figure out how to create an additional controller definition for a Generic Unity Controller with this handedness option. Setting the XR Controller Handedness to Both did not change the result.