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Custom collider conflicting on Oculus Touch

We're adding our own custom hand models with their own colliders, and it works well on Vive, but on Oculus Touch we're seeing a collider on the LeftHand and RightHand objects themselves which is conflicting with our own, and also too large.

We need to dynamically switch avatar hands, but also be able to switch back to the platform-specific models, and I'm not sure we're doing it the right way. What is the recommended way to replace the models in code, and also to reset them back after? Thanks!