I've been trying to integrate the Oculus Interactions SDK, and I can't seem to figure out how to pose the HandGrabPoint, either by using explicit values, or by applying an existing pose to the HandGrabPoint. The only way it seems I'm able to create a pose is by manually rotating the fingers using the visual editor points, which is very clunky and imprecise.
Is there another, better way to do this?
I ended up making my own custom class to store hand pose data and then just instantiating the HandGrabInteractable + HandGrabPoints on Start. Ends up saving a pretty decent amount of memory actually since the HandGrabPoints use the same instance of HandPose as my custom class that stores hand pose data.
It would be really nice to see a pattern like this adopted as the default way to do this! Having each object store their own HandGrabInteractable rules and poses is a huge drain on memory which could easily be resolved by just having them reference a shared object or prefab!