Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

OVR Custom Hands are offset and have the wrong orientation

Mark_ZandersMark_Zanders Posts: 1
I am working in a team of 5, we are using Unity 2019.2.17 for our game and using Perforce as source control. We implemented the custom hands into our project and it worked for a while but out of nowhere my hands started being offset from my original hand position. None of my teammates have this issue and I don't see this issue in other unity projects or applications either. I have tried reinstalling unity, deleted and got the revisions of the entire project, and also re imported the oculus integration. 

What should I do to fix this problem?


  • Sh4dowqueenSh4dowqueen Posts: 1
    I'm having the exact same problem, except this is my first time setting up a VR project with controllers instead of hand tracking (which worked just fine a few months ago). I'm on Unity 2019.1.8f1, Oculus Integration 1.38 (I downgraded in hopes of adding VRTK). The tracking is accurate and the hand poses, locomotion & grabbing all work, but the models themselves are floating nearly 1 unit ahead of me. The rotation of the hands is a bit weird at times too.

    I double-checked that the transforms for my OVRPlayerController, OVRCameraRig and CustomHandLeft/Right were set to 0. Not sure what else the problem could be.

    This might be a dumb question, but are you on Mac Catalina too? I've seen that mess up things like shader compiling and importing .ogg files (according to some angry forum threads), but I don't wanna jump to conclusions.
  • growler17growler17 Posts: 2
    edited June 8
    EDIT: In hindsight the solution I previously posted will likely break OVRGrabber script so I've removed it.

Sign In or Register to comment.