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Oculus Custom Hands - Stutter

I have been trying to work out how to implement the custom hands in Unity. I got it mostly working, except the hands are very buggy when moving. I tried to search through google, reading forums / watching videos but can not seem to find a solution. I did set the frames to 90 in the time settings and while that did improve it, it is still very laggy.

I'm not sure if this is a bug or not, does anyone have any info they could share?

Thanks.

Jay.

Comments

  • dalekvandalekvan Posts: 4
    NerveGear
    edited October 16
    I'm also trying to do this, and looking at the Custom Hands scene provided with the Oculus Sample Framework, I've noticed that the left hand positions seem tied to some of the wrong buttons. For example, make a fist with your left hand, then extend your thumb to make a thumbs-up gesture. Instead of the thumb getting raised, the middle, ring, and pinky fingers extend. The right hand responds correctly to gestures. Looking at the animator attached to each hand, there are differences on the Thumb layer, so I'm guessing that could be it. Let me know if you are seeing the same thing!
  • dalekvandalekvan Posts: 4
    NerveGear
    OK, I created a new project in Unity 2019.2 and imported the latest Oculus Integration from the Asset Store. When I first ran the Custom Hands scene, my bug was fixed -- but the hand models were higher res and had a metallic gold look to them, and I saw the very laggy behavior I think you are talking about. The lag was half a second to a second in the editor. I tested some other scenes, then came back to the Custom Hands scene, and the model had reverted to the lower res white hands, and the lag was gone. I have no idea what's going on here.
  • DemonGamesStudioDemonGamesStudio Posts: 25 Oculus Start Member
    That is very strange, I havent experienced all of that before. I am just getting the bad lag when moving. Not really sure I can help you, you should probably post your own question detailing all of this. Maybe someone knows something. I still havent found an answer for the lag must be going on a week now.
  • hawkenhawken Posts: 21
    Brain Burst
    I noticed this problem in 2019.x

    Works fine in 2018 LTS
  • DemonGamesStudioDemonGamesStudio Posts: 25 Oculus Start Member
    I really don't want to roll back tho. : / still no word from Oculus yet.
  • NinjaspeyNinjaspey Posts: 4
    NerveGear
    I'm experiencing the same thing right now. I'm developing a game and, suddenly, it began to bug : hands (custom and avatar) are buggy : when I move them, they don't move smoothly (you can clearly see it when moving fast). I'm using unity 2019.2.10f and oculus integration 1.40 (tried with 1.41 too). I uninstalled everything and installed again, with a blank project but it doesn't change anything. I don't know what to do... :neutral: 
  • DemonGamesStudioDemonGamesStudio Posts: 25 Oculus Start Member
    I know the feeling : / Unfortunately I still have not found a solution either. I have already emailed Oculus and I believe they will get back to us at some point. On the other hand, I will take another look next week at some point and try to find a solution. I will post back here asap if I do figure it out. 
  • CWright017CWright017 Posts: 1
    NerveGear
    Did anyone find a fix for this? I know that dragging the hand under the hand anchor under the tracking space fixes the lag, but then the hands are positioned weird. I can for example pick things up but the object goes to my 'elbow' instead of where the hand model actually is, 
  • DemonGamesStudioDemonGamesStudio Posts: 25 Oculus Start Member
    Yes, I know. Unfortunately no fix as of yet. Seems many of us have the same issue. This is good though as at some point someone will find a fix and hopefully post back here. On the other hand as I said above, if I find a fix I will post back here.
  • hoppingbunny123hoppingbunny123 Posts: 687
    Trinity
    sounds like the rotation order is wrong. similar to gimbal lock in rigging. if you have a rotation order of xyz you can choose from try a different one until you go through the list to see if that fixes it. i dont develope oculus sw so i cant test it.
  • NinjaspeyNinjaspey Posts: 4
    NerveGear
    Damn, I tried everything : uninstalled/installed unity, used unity 2019 - 2018, changed timestep to 1/72,...., use camera in place of ovrcamerarig : nothing works. I will try Unreal Engine... lol..
  • DemonGamesStudioDemonGamesStudio Posts: 25 Oculus Start Member
    : /
  • NinjaspeyNinjaspey Posts: 4
    NerveGear
    I'm currently using the asset VR STARTER KIT OCULUS QUEST on Unity asset store for my development.
    The developer made a great job : no bugs, readable code, new features added regularly.
    It's not expensive and resolves our problem, anyway. :smiley:
  • DemonGamesStudioDemonGamesStudio Posts: 25 Oculus Start Member
    Ninja, is that for just the quest?
  • NinjaspeyNinjaspey Posts: 4
    NerveGear
    @DemonGamesStudio No, there are Rift and Quest versions. :)
  • DemonGamesStudioDemonGamesStudio Posts: 25 Oculus Start Member
    Ok, I will check it out this weekend and report back asap!
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